L L4D2node

DrawPhysicsBounds

0x00772e50 · 263 bytes · __regparm3

_ZL17DrawPhysicsBoundsP14IPhysicsObjectiiii.constprop.67

Decompiled

undefined (5 params)

/* DrawPhysicsBounds(IPhysicsObject*, int, int, int, int) [clone .constprop.67] */

void __regparm3
DrawPhysicsBounds(IPhysicsObject *param_1,int param_2,int param_3,int param_4,int param_5)

{
  undefined4 uVar1;
  Vector local_4c [12];
  QAngle local_40 [12];
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  uVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
  (**(code **)(*(int *)param_1 + 0xc4))(param_1,local_4c,local_40);
  (**(code **)(*physcollision + 0x60))
            (physcollision,(Vector *)&local_34,(Vector *)&local_28,uVar1,&vec3_origin,&vec3_angle);
  local_34 = local_34 - 1.0;
  local_30 = local_30 - 1.0;
  local_2c = local_2c - 1.0;
  local_28 = local_28 + 1.0;
  local_24 = local_24 + 1.0;
  local_20 = local_20 + 1.0;
  NDebugOverlay::BoxAngles
            (local_4c,(Vector *)&local_34,(Vector *)&local_28,local_40,param_2,param_3,0,0xc,0.0);
  return;
}

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)