L L4D2node

ScratchPad_DrawAABB

0x00594230 · 630 bytes · __cdecl

_Z19ScratchPad_DrawAABBP13IScratchPad3DRK6VectorS3_S3_

Decompiled

undefined (4 params)

/* ScratchPad_DrawAABB(IScratchPad3D*, Vector const&, Vector const&, Vector const&) */

void ScratchPad_DrawAABB(IScratchPad3D *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 local_80;
  Vector *local_7c [4];
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  int local_34 [9];
  
  local_3c = 0;
  local_38 = 0;
  local_34[0] = 1;
  local_34[1] = 0;
  local_34[2] = 1;
  uVar1 = *(undefined4 *)(param_3 + 8);
  local_7c[1] = param_3;
  local_34[3] = 1;
  uVar2 = *(undefined4 *)(param_2 + 8);
  local_7c[0] = param_2;
  local_34[4] = 0;
  local_34[5] = 1;
  piVar5 = local_34;
  uVar6 = *(undefined4 *)param_2;
  uVar7 = *(undefined4 *)(param_3 + 4);
  local_80 = *(undefined4 *)param_2;
  while( true ) {
    uVar3 = *(undefined4 *)(param_2 + 4);
    local_68 = *(undefined4 *)param_4;
    local_64 = *(undefined4 *)(param_4 + 4);
    local_60 = *(undefined4 *)(param_4 + 8);
    local_58 = local_80;
    local_40 = 0x3f800000;
    local_5c = 0x3f800000;
    local_7c[2] = (Vector *)uVar6;
    local_7c[3] = (Vector *)uVar7;
    local_6c = uVar1;
    local_54 = uVar3;
    local_50 = uVar1;
    local_4c = local_68;
    local_48 = local_64;
    local_44 = local_60;
    (**(code **)(*(int *)param_1 + 0x1c))(param_1,local_7c + 2,&local_58);
    local_68 = *(undefined4 *)param_4;
    local_64 = *(undefined4 *)(param_4 + 4);
    local_58 = local_80;
    local_60 = *(undefined4 *)(param_4 + 8);
    local_40 = 0x3f800000;
    local_5c = 0x3f800000;
    local_7c[2] = (Vector *)uVar6;
    local_7c[3] = (Vector *)uVar7;
    local_6c = uVar2;
    local_54 = uVar3;
    local_50 = uVar2;
    local_4c = local_68;
    local_48 = local_64;
    local_44 = local_60;
    (**(code **)(*(int *)param_1 + 0x1c))(param_1,local_7c + 2,&local_58);
    local_68 = *(undefined4 *)param_4;
    local_64 = *(undefined4 *)(param_4 + 4);
    local_60 = *(undefined4 *)(param_4 + 8);
    local_40 = 0x3f800000;
    local_58 = local_80;
    local_5c = 0x3f800000;
    local_7c[2] = (Vector *)local_80;
    local_7c[3] = (Vector *)uVar3;
    local_6c = uVar1;
    local_54 = uVar3;
    local_50 = uVar2;
    local_4c = local_68;
    local_48 = local_64;
    local_44 = local_60;
    (**(code **)(*(int *)param_1 + 0x1c))(param_1,local_7c + 2,&local_58);
    if (piVar5 == local_34 + 6) break;
    iVar4 = *piVar5;
    param_2 = local_7c[piVar5[1]];
    piVar5 = piVar5 + 2;
    uVar6 = local_80;
    uVar7 = uVar3;
    local_80 = *(undefined4 *)local_7c[iVar4];
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)