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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.