L L4D2node

CBSPTreeData::InsertIntoTree

0x000bb7a0 · 56 bytes · __thiscall

_ZN12CBSPTreeData14InsertIntoTreeEtRK6VectorS2_

Decompiled

undefined (4 params)

/* CBSPTreeData::InsertIntoTree(unsigned short, Vector const&, Vector const&) */

void __thiscall
CBSPTreeData::InsertIntoTree(CBSPTreeData *this,ushort param_1,Vector *param_2,Vector *param_3)

{
  (**(code **)(**(int **)(this + 0x70) + 8))
            (*(int **)(this + 0x70),param_2,param_3,this + 4,param_1);
  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)