L L4D2node

CBasePlayer::UpdateCollisionBounds

0x007a8c20 · 126 bytes · __thiscall

_ZN11CBasePlayer21UpdateCollisionBoundsEv

Decompiled

undefined (1 param)

/* CBasePlayer::UpdateCollisionBounds() */

void __thiscall CBasePlayer::UpdateCollisionBounds(CBasePlayer *this)

{
  int iVar1;
  int iVar2;
  
  if (((byte)this[0x150] & 2) == 0) {
    iVar1 = (**(code **)(*g_pGameRules + 0x7c))();
    iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    CBaseEntity::SetCollisionBounds
              ((CBaseEntity *)this,(Vector *)(iVar2 + 0xc),(Vector *)(iVar1 + 0x18));
    return;
  }
  iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  CBaseEntity::SetCollisionBounds
            ((CBaseEntity *)this,(Vector *)(iVar2 + 0x24),(Vector *)(iVar1 + 0x30));
  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)