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 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.