UTIL_ComputeAABBForBounds
0x007f59b0 · 113 bytes · __cdecl
_Z25UTIL_ComputeAABBForBoundsRK6VectorS1_S1_S1_PS_S2_
Decompiled
undefined (6 params)
/* UTIL_ComputeAABBForBounds(Vector const&, Vector const&, Vector const&, Vector const&, Vector*,
Vector*) */
void UTIL_ComputeAABBForBounds
(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
Vector *param_6)
{
float fVar1;
fVar1 = *(float *)param_1;
if (*(float *)param_3 <= *(float *)param_1) {
fVar1 = *(float *)param_3;
}
*(float *)param_5 = fVar1;
fVar1 = *(float *)(param_1 + 4);
if (*(float *)(param_3 + 4) <= *(float *)(param_1 + 4)) {
fVar1 = *(float *)(param_3 + 4);
}
*(float *)(param_5 + 4) = fVar1;
fVar1 = *(float *)(param_1 + 8);
if (*(float *)(param_3 + 8) <= *(float *)(param_1 + 8)) {
fVar1 = *(float *)(param_3 + 8);
}
*(float *)(param_5 + 8) = fVar1;
fVar1 = *(float *)param_2;
if (*(float *)param_2 <= *(float *)param_4) {
fVar1 = *(float *)param_4;
}
*(float *)param_6 = fVar1;
fVar1 = *(float *)(param_2 + 4);
if (*(float *)(param_2 + 4) <= *(float *)(param_4 + 4)) {
fVar1 = *(float *)(param_4 + 4);
}
*(float *)(param_6 + 4) = fVar1;
fVar1 = *(float *)(param_2 + 8);
if (*(float *)(param_2 + 8) <= *(float *)(param_4 + 8)) {
fVar1 = *(float *)(param_4 + 8);
}
*(float *)(param_6 + 8) = fVar1;
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.