L L4D2node

SetMinMaxSize

0x00b27950 · 103 bytes · __regparm3

_ZL13SetMinMaxSizeP11CBaseEntityRK6VectorS3_

Decompiled

undefined (3 params)

/* SetMinMaxSize(CBaseEntity*, Vector const&, Vector const&) */

void __regparm3 SetMinMaxSize(CBaseEntity *param_1,Vector *param_2,Vector *param_3)

{
  char *pcVar1;
  int iVar2;
  
  iVar2 = 0;
  do {
    if (*(float *)(param_3 + iVar2 * 4) <= *(float *)(param_2 + iVar2 * 4) &&
        *(float *)(param_2 + iVar2 * 4) != *(float *)(param_3 + iVar2 * 4)) {
      pcVar1 = "<NULL>";
      if (param_1 != (CBaseEntity *)0x0) {
        pcVar1 = (char *)CBaseEntity::GetDebugName(param_1);
      }
      Error("%s: backwards mins/maxs",pcVar1);
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 3);
  CBaseEntity::SetCollisionBounds(param_1,param_2,param_3);
  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)