L L4D2node

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 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)