L L4D2node

CBaseAnimating::ComputeEntitySpaceHitboxSurroundingBox

0x005e6b80 · 637 bytes · __thiscall

_ZN14CBaseAnimating38ComputeEntitySpaceHitboxSurroundingBoxEP6VectorS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  CBoneCache *this_00;
  int *piVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float local_294;
  float local_290;
  float local_28c;
  float local_288;
  float local_284;
  float local_280;
  matrix3x4_t local_27c [48];
  matrix3x4_t local_24c [48];
  matrix3x4_t *local_21c [131];
  
  piVar2 = *(int **)(this + 0x13e0);
  if (piVar2 == (int *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 == 0) {
      piVar2 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar2 = *(int **)(this + 0x13e0);
    }
    if (piVar2 == (int *)0x0) {
      return 0;
    }
  }
  iVar3 = *piVar2;
  if (((iVar3 != 0) &&
      (iVar3 = *(int *)(iVar3 + 0xb0) + *(int *)(this + 0x460) * 0xc + iVar3, iVar3 != 0)) &&
     (*(int *)(iVar3 + 4) != 0)) {
    this_00 = (CBoneCache *)GetBoneCache(this);
    CBoneCache::ReadCachedBonePointers(this_00,local_21c,*(int *)(*piVar2 + 0x9c));
    *(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 (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    MatrixInvert((matrix3x4_t *)(this + 0x28c),local_27c);
    if (0 < *(int *)(iVar3 + 4)) {
      iVar4 = 0;
      do {
        iVar1 = iVar4 * 0x44;
        iVar4 = iVar4 + 1;
        piVar2 = (int *)(iVar1 + *(int *)(iVar3 + 8) + iVar3);
        ConcatTransforms(local_27c,local_21c[*piVar2],local_24c);
        TransformAABB(local_24c,(Vector *)(piVar2 + 2),(Vector *)(piVar2 + 5),(Vector *)&local_294,
                      (Vector *)&local_288);
        fVar5 = *(float *)param_1;
        if (local_294 <= *(float *)param_1) {
          fVar5 = local_294;
        }
        *(float *)param_1 = fVar5;
        fVar5 = *(float *)(param_1 + 4);
        if (local_290 <= *(float *)(param_1 + 4)) {
          fVar5 = local_290;
        }
        *(float *)(param_1 + 4) = fVar5;
        fVar5 = *(float *)(param_1 + 8);
        if (local_28c <= *(float *)(param_1 + 8)) {
          fVar5 = local_28c;
        }
        *(float *)(param_1 + 8) = fVar5;
        fVar5 = *(float *)param_2;
        if (*(float *)param_2 <= local_288) {
          fVar5 = local_288;
        }
        *(float *)param_2 = fVar5;
        fVar5 = *(float *)(param_2 + 4);
        if (*(float *)(param_2 + 4) <= local_284) {
          fVar5 = local_284;
        }
        *(float *)(param_2 + 4) = fVar5;
        fVar5 = *(float *)(param_2 + 8);
        if (*(float *)(param_2 + 8) <= local_280) {
          fVar5 = local_280;
        }
        *(float *)(param_2 + 8) = fVar5;
      } while (iVar4 < *(int *)(iVar3 + 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)