L L4D2node

CBSPTreeData::EnumerateLeavesInBox

0x000bb570 · 20 bytes · __cdecl

_ZN12CBSPTreeData20EnumerateLeavesInBoxERK6VectorS2_P22ISpatialLeafEnumeratori

Decompiled

undefined (4 params)

/* CBSPTreeData::EnumerateLeavesInBox(Vector const&, Vector const&, ISpatialLeafEnumerator*, int) */

void CBSPTreeData::EnumerateLeavesInBox
               (Vector *param_1,Vector *param_2,ISpatialLeafEnumerator *param_3,int param_4)

{
                    /* WARNING: Could not recover jumptable at 0x000bb582. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 0x70) + 8))();
  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)