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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.