CBaseAnimating::TestHitboxes
0x005e5620 · 408 bytes · __thiscall
_ZN14CBaseAnimating12TestHitboxesERK5Ray_tjR10CGameTrace
Decompiled
undefined (4 params)
/* CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) */
undefined4 __thiscall
CBaseAnimating::TestHitboxes(CBaseAnimating *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)
{
float fVar1;
int iVar2;
int iVar3;
mstudiohitboxset_t *pmVar4;
CBoneCache *this_00;
undefined4 uVar5;
int iVar6;
CStudioHdr *pCVar7;
matrix3x4_t *local_21c [131];
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar7 == (CStudioHdr *)0x0) {
iVar6 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar6 == 0) {
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar7 == (CStudioHdr *)0x0) {
return 0;
}
}
iVar6 = *(int *)pCVar7;
if (((iVar6 == 0) ||
(pmVar4 = (mstudiohitboxset_t *)
(iVar6 + *(int *)(iVar6 + 0xb0) + *(int *)(this + 0x460) * 0xc),
pmVar4 == (mstudiohitboxset_t *)0x0)) || (*(int *)(pmVar4 + 4) == 0)) {
return 0;
}
this_00 = (CBoneCache *)GetBoneCache(this);
CBoneCache::ReadCachedBonePointers(this_00,local_21c,*(int *)(*(int *)pCVar7 + 0x9c));
fVar1 = *(float *)(this + 0x464);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
uVar5 = TraceToStudio(physprops,param_1,pCVar7,pmVar4,local_21c,param_2,(Vector *)(this + 0x2e0),
fVar1,param_3);
if ((char)uVar5 != '\0') {
iVar6 = *(int *)pCVar7;
iVar2 = *(int *)(pmVar4 + *(int *)(param_3 + 0x50) * 0x44 + *(int *)(pmVar4 + 8));
iVar3 = *(int *)(iVar6 + 0xa0);
*(undefined **)(param_3 + 0x3c) = &DAT_00c5994b;
*(undefined2 *)(param_3 + 0x42) = 0x8000;
*(short *)(param_3 + 0x40) = (short)*(undefined4 *)(iVar6 + 0xb8 + iVar2 * 0xd8 + iVar3);
return uVar5;
}
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.