L L4D2node

CBaseAnimating::GetHitboxesFrontside

0x005e7270 · 411 bytes · __thiscall

_ZN14CBaseAnimating20GetHitboxesFrontsideEPiiRK6Vectorf

Decompiled

undefined (5 params)

/* CBaseAnimating::GetHitboxesFrontside(int*, int, Vector const&, float) */

int __thiscall
CBaseAnimating::GetHitboxesFrontside
          (CBaseAnimating *this,int *param_1,int param_2,Vector *param_3,float param_4)

{
  int *piVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  int local_78;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  matrix3x4_t local_4c [60];
  
  piVar1 = *(int **)(this + 0x13e0);
  if (piVar1 == (int *)0x0) {
    iVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar4 == 0) {
      piVar1 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar1 = *(int **)(this + 0x13e0);
    }
    if (piVar1 == (int *)0x0) {
      return 0;
    }
  }
  iVar4 = *piVar1;
  if (((iVar4 != 0) &&
      (iVar4 = *(int *)(iVar4 + 0xb0) + *(int *)(this + 0x460) * 0xc + iVar4, iVar4 != 0)) &&
     (0 < *(int *)(iVar4 + 4))) {
    local_78 = 0;
    iVar3 = 0;
    do {
      puVar2 = (undefined4 *)(iVar3 * 0x44 + *(int *)(iVar4 + 8) + iVar4);
      (**(code **)(*(int *)this + 0x358))(this,*puVar2,local_4c);
      local_60 = ((float)puVar2[3] + (float)puVar2[6]) * 0.5;
      local_5c = ((float)puVar2[4] + (float)puVar2[7]) * 0.5;
      local_64 = ((float)puVar2[2] + (float)puVar2[5]) * 0.5;
      VectorTransform(&local_64,local_4c,&local_58);
      if ((param_4 <=
           *(float *)(param_3 + 4) * local_54 + *(float *)param_3 * local_58 +
           *(float *)(param_3 + 8) * local_50) && (local_78 < param_2)) {
        param_1[local_78] = iVar3;
        local_78 = local_78 + 1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(iVar4 + 4));
    return local_78;
  }
  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)