L L4D2node

CBaseAnimating::ComputeHitboxSurroundingBox

0x005e6940 · 552 bytes · __thiscall

_ZN14CBaseAnimating27ComputeHitboxSurroundingBoxEP6VectorS1_

Decompiled

undefined (3 params)

/* CBaseAnimating::ComputeHitboxSurroundingBox(Vector*, Vector*) */

undefined4 __thiscall
CBaseAnimating::ComputeHitboxSurroundingBox(CBaseAnimating *this,Vector *param_1,Vector *param_2)

{
  CBoneCache *this_00;
  matrix3x4_t *pmVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  piVar2 = *(int **)(this + 0x13e0);
  if (piVar2 == (int *)0x0) {
    iVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar4 == 0) {
      piVar2 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar2 = *(int **)(this + 0x13e0);
    }
    if (piVar2 == (int *)0x0) {
      return 0;
    }
  }
  iVar4 = *piVar2;
  if (((iVar4 != 0) &&
      (iVar4 = *(int *)(iVar4 + 0xb0) + *(int *)(this + 0x460) * 0xc + iVar4, iVar4 != 0)) &&
     (*(int *)(iVar4 + 4) != 0)) {
    this_00 = (CBoneCache *)GetBoneCache(this);
    *(undefined4 *)param_1 = 0x7f7fffff;
    *(undefined4 *)(param_1 + 4) = 0x7f7fffff;
    *(undefined4 *)(param_1 + 8) = 0x7f7fffff;
    *(undefined4 *)param_2 = 0xff7fffff;
    *(undefined4 *)(param_2 + 4) = 0xff7fffff;
    *(undefined4 *)(param_2 + 8) = 0xff7fffff;
    if (0 < *(int *)(iVar4 + 4)) {
      iVar3 = 0;
      do {
        piVar2 = (int *)(iVar3 * 0x44 + *(int *)(iVar4 + 8) + iVar4);
        pmVar1 = (matrix3x4_t *)CBoneCache::GetCachedBone(this_00,*piVar2);
        if (pmVar1 != (matrix3x4_t *)0x0) {
          local_2c = *(float *)(this + 0x464);
          local_28 = (float)piVar2[5] * local_2c;
          local_24 = (float)piVar2[6] * local_2c;
          local_20 = (float)piVar2[7] * local_2c;
          local_34 = (float)piVar2[2] * local_2c;
          local_30 = (float)piVar2[3] * local_2c;
          local_2c = local_2c * (float)piVar2[4];
          TransformAABB(pmVar1,(Vector *)&local_34,(Vector *)&local_28,(Vector *)&local_4c,
                        (Vector *)&local_40);
          fVar5 = *(float *)param_1;
          if (local_4c <= *(float *)param_1) {
            fVar5 = local_4c;
          }
          *(float *)param_1 = fVar5;
          fVar5 = *(float *)(param_1 + 4);
          if (local_48 <= *(float *)(param_1 + 4)) {
            fVar5 = local_48;
          }
          *(float *)(param_1 + 4) = fVar5;
          fVar5 = *(float *)(param_1 + 8);
          if (local_44 <= *(float *)(param_1 + 8)) {
            fVar5 = local_44;
          }
          *(float *)(param_1 + 8) = fVar5;
          fVar5 = *(float *)param_2;
          if (*(float *)param_2 <= local_40) {
            fVar5 = local_40;
          }
          *(float *)param_2 = fVar5;
          fVar5 = *(float *)(param_2 + 4);
          if (*(float *)(param_2 + 4) <= local_3c) {
            fVar5 = local_3c;
          }
          *(float *)(param_2 + 4) = fVar5;
          fVar5 = *(float *)(param_2 + 8);
          if (*(float *)(param_2 + 8) <= local_38) {
            fVar5 = local_38;
          }
          *(float *)(param_2 + 8) = fVar5;
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < *(int *)(iVar4 + 4));
    }
    return 1;
  }
  return 0;
}

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)