L L4D2node

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 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)