CBSPTreeData::EnumerateElementsInLeaf
0x000bb4c0 · 122 bytes · __thiscall
_ZN12CBSPTreeData23EnumerateElementsInLeafEiP22IBSPTreeDataEnumeratori
Decompiled
undefined (4 params)
/* CBSPTreeData::EnumerateElementsInLeaf(int, IBSPTreeDataEnumerator*, int) */
undefined4 __thiscall
CBSPTreeData::EnumerateElementsInLeaf
(CBSPTreeData *this,int param_1,IBSPTreeDataEnumerator *param_2,int param_3)
{
ushort uVar1;
undefined4 uVar2;
int iVar3;
uVar1 = *(ushort *)(*(int *)(this + 8) + param_1 * 2);
if (uVar1 != 0xffff) {
iVar3 = *(int *)(this + 0x38);
do {
uVar2 = (*(code *)**(undefined4 **)param_2)
(param_2,*(undefined4 *)
(*(int *)(this + 0x1c) +
(uint)*(ushort *)(iVar3 + (uint)uVar1 * 6) * 0xc),param_3);
if ((char)uVar2 == '\0') {
return uVar2;
}
iVar3 = *(int *)(this + 0x38);
uVar1 = *(ushort *)(iVar3 + 4 + (uint)uVar1 * 6);
} while (uVar1 != 0xffff);
}
return 1;
}
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.