L L4D2node

CParticleCollection::BloatBoundsUsingControlPoint

0x00bcd940 · 278 bytes · __thiscall

_ZN19CParticleCollection28BloatBoundsUsingControlPointEv

Decompiled

undefined (1 param)

/* CParticleCollection::BloatBoundsUsingControlPoint() */

void __thiscall CParticleCollection::BloatBoundsUsingControlPoint(CParticleCollection *this)

{
  int iVar1;
  CParticleCollection CVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float local_18;
  float local_14;
  float local_10;
  
  RecomputeBounds(this);
  iVar1 = *(int *)(this + 0x90);
  CVar2 = this[0x94];
  if (iVar1 != 0) {
    fVar8 = *(float *)(this + 0x98);
    fVar9 = *(float *)(this + 0xa0);
    fVar6 = *(float *)(this + 0x9c);
    local_18 = *(float *)(this + 0xac);
    local_14 = *(float *)(this + 0xa8);
    local_10 = *(float *)(this + 0xa4);
    do {
      fVar5 = *(float *)(iVar1 + 0xa4);
      fVar7 = *(float *)(iVar1 + 0x9c);
      if (fVar6 <= *(float *)(iVar1 + 0x9c)) {
        fVar7 = fVar6;
      }
      fVar4 = *(float *)(iVar1 + 0xa8);
      fVar6 = *(float *)(iVar1 + 0xa0);
      if (fVar9 <= *(float *)(iVar1 + 0xa0)) {
        fVar6 = fVar9;
      }
      fVar3 = *(float *)(iVar1 + 0xac);
      if (*(float *)(iVar1 + 0x98) <= fVar8) {
        fVar8 = *(float *)(iVar1 + 0x98);
      }
      *(float *)(this + 0x9c) = fVar7;
      if (fVar5 <= local_10) {
        fVar5 = local_10;
      }
      *(float *)(this + 0xa0) = fVar6;
      if (fVar4 <= local_14) {
        fVar4 = local_14;
      }
      if (fVar3 <= local_18) {
        fVar3 = local_18;
      }
      *(float *)(this + 0x98) = fVar8;
      *(float *)(this + 0xa4) = fVar5;
      *(float *)(this + 0xa8) = fVar4;
      *(float *)(this + 0xac) = fVar3;
      if (CVar2 == (CParticleCollection)0x0) {
        CVar2 = *(CParticleCollection *)(iVar1 + 0x94);
      }
      iVar1 = *(int *)(iVar1 + 0x70);
      fVar9 = fVar6;
      fVar6 = fVar7;
      local_18 = fVar3;
      local_14 = fVar4;
      local_10 = fVar5;
    } while (iVar1 != 0);
  }
  this[0x94] = CVar2;
  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)