L L4D2node

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 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)