CBaseAnimating::ComputeHitboxSurroundingBox
0x005e6e20 · 219 bytes · __thiscall
_ZN14CBaseAnimating27ComputeHitboxSurroundingBoxEiP6VectorS1_
Decompiled
undefined (4 params)
/* CBaseAnimating::ComputeHitboxSurroundingBox(int, Vector*, Vector*) */
undefined4 __thiscall
CBaseAnimating::ComputeHitboxSurroundingBox
(CBaseAnimating *this,int param_1,Vector *param_2,Vector *param_3)
{
int iVar1;
CBoneCache *this_00;
matrix3x4_t *pmVar2;
int *piVar3;
piVar3 = *(int **)(this + 0x13e0);
if (piVar3 == (int *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
piVar3 = *(int **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
piVar3 = *(int **)(this + 0x13e0);
}
if (piVar3 == (int *)0x0) {
return 0;
}
}
iVar1 = *piVar3;
if ((((iVar1 != 0) &&
(iVar1 = iVar1 + *(int *)(iVar1 + 0xb0) + *(int *)(this + 0x460) * 0xc, iVar1 != 0)) &&
(*(int *)(iVar1 + 4) != 0)) && ((-1 < param_1 && (param_1 < *(int *)(iVar1 + 4))))) {
this_00 = (CBoneCache *)GetBoneCache(this);
piVar3 = (int *)(iVar1 + param_1 * 0x44 + *(int *)(iVar1 + 8));
pmVar2 = (matrix3x4_t *)CBoneCache::GetCachedBone(this_00,*piVar3);
if (pmVar2 != (matrix3x4_t *)0x0) {
TransformAABB(pmVar2,(Vector *)(piVar3 + 2),(Vector *)(piVar3 + 5),param_2,param_3);
return 1;
}
}
return 0;
}
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.