L L4D2node

CBSPTreeData::EnumerateLeaf

0x000bc200 · 7 bytes · __thiscall

_ZThn4_N12CBSPTreeData13EnumerateLeafEii

Decompiled

undefined (3 params)

/* non-virtual thunk to CBSPTreeData::EnumerateLeaf(int, int) */

void __thiscall CBSPTreeData::EnumerateLeaf(CBSPTreeData *this,int param_1,int param_2)

{
  EnumerateLeaf(this + -4,param_1,param_2);
  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)