L L4D2node

CBSPTreeData::EnumerateLeavesInSphere

0x000bb590 · 20 bytes · __cdecl

_ZN12CBSPTreeData23EnumerateLeavesInSphereERK6VectorfP22ISpatialLeafEnumeratori

Decompiled

undefined (4 params)

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

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

{
                    /* WARNING: Could not recover jumptable at 0x000bb5a2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 0x70) + 0xc))();
  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)