CPropDoorRotating::CalculateDoorVolume
0x007f5d10 · 386 bytes · __cdecl
_ZN17CPropDoorRotating19CalculateDoorVolumeE6QAngleS0_P6VectorS2_
Decompiled
undefined (4 params)
/* CPropDoorRotating::CalculateDoorVolume(QAngle, QAngle, Vector*, Vector*) */
void CPropDoorRotating::CalculateDoorVolume(CBaseEntity *param_1)
{
Vector *pVVar1;
Vector *in_stack_00000020;
Vector *in_stack_00000024;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
Vector local_4c [12];
Vector local_40 [12];
Vector local_34 [12];
Vector local_28 [24];
pVVar1 = in_stack_00000020;
local_58 = *(undefined4 *)(param_1 + 0x3a8);
local_54 = *(undefined4 *)(param_1 + 0x3ac);
local_50 = *(undefined4 *)(param_1 + 0x3b0);
CBaseEntity::SetLocalAngles(param_1,(QAngle *)&stack0x00000008);
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(param_1 + 0x194),(Vector *)(param_1 + 0x19c),
(Vector *)(param_1 + 0x1a8),local_4c,local_40);
CBaseEntity::SetLocalAngles(param_1,(QAngle *)&stack0x00000014);
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(param_1 + 0x194),(Vector *)(param_1 + 0x19c),
(Vector *)(param_1 + 0x1a8),local_34,local_28);
CBaseEntity::SetLocalAngles(param_1,(QAngle *)&local_58);
UTIL_ComputeAABBForBounds(local_4c,local_40,local_34,local_28,pVVar1,in_stack_00000024);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
*(float *)pVVar1 = *(float *)pVVar1 - *(float *)(param_1 + 0x2e0);
*(float *)(pVVar1 + 4) = *(float *)(pVVar1 + 4) - *(float *)(param_1 + 0x2e4);
*(float *)(pVVar1 + 8) = *(float *)(pVVar1 + 8) - *(float *)(param_1 + 0x2e8);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
*(float *)in_stack_00000024 = *(float *)in_stack_00000024 - *(float *)(param_1 + 0x2e0);
*(float *)(in_stack_00000024 + 4) =
*(float *)(in_stack_00000024 + 4) - *(float *)(param_1 + 0x2e4);
*(float *)(in_stack_00000024 + 8) =
*(float *)(in_stack_00000024 + 8) - *(float *)(param_1 + 0x2e8);
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.