L L4D2node

CBSPTreeData::CountElementsInLeaf

0x000bb7e0 · 57 bytes · __thiscall

_ZN12CBSPTreeData19CountElementsInLeafEi

Decompiled

undefined (2 params)

/* CBSPTreeData::CountElementsInLeaf(int) */

int __thiscall CBSPTreeData::CountElementsInLeaf(CBSPTreeData *this,int param_1)

{
  int iVar1;
  uint uVar2;
  
  uVar2 = (uint)*(ushort *)(*(int *)(this + 8) + param_1 * 2);
  if (uVar2 != 0xffff) {
    iVar1 = 0;
    do {
      iVar1 = iVar1 + 1;
      uVar2 = (uint)*(ushort *)(*(int *)(this + 0x38) + 4 + uVar2 * 6);
    } while (uVar2 != 0xffff);
    return iVar1;
  }
  return 0;
}

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)