L L4D2node

PlayerBody::GetHullMaxs

0x00769f90 · 110 bytes · __thiscall

_ZNK10PlayerBody11GetHullMaxsEv

Decompiled

undefined (1 param)

/* PlayerBody::GetHullMaxs() const */

PlayerBody * __thiscall PlayerBody::GetHullMaxs(PlayerBody *this)

{
  int iVar1;
  
  if (*(int *)(this + 0x18) != 1) {
    iVar1 = (**(code **)(*g_pGameRules + 0x7c))();
    *(undefined4 *)(this + 0x44) = *(undefined4 *)(iVar1 + 0x18);
    *(undefined4 *)(this + 0x48) = *(undefined4 *)(iVar1 + 0x1c);
    *(undefined4 *)(this + 0x4c) = *(undefined4 *)(iVar1 + 0x20);
    return this + 0x44;
  }
  iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  *(undefined4 *)(this + 0x44) = *(undefined4 *)(iVar1 + 0x30);
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(iVar1 + 0x34);
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)(iVar1 + 0x38);
  return this + 0x44;
}

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)