L L4D2node

CBSPTreeData::Insert

0x000bc410 · 76 bytes · __thiscall

_ZN12CBSPTreeData6InsertEiRK6VectorS2_

Decompiled

undefined (4 params)

/* CBSPTreeData::Insert(int, Vector const&, Vector const&) */

uint __thiscall CBSPTreeData::Insert(CBSPTreeData *this,int param_1,Vector *param_2,Vector *param_3)

{
  uint uVar1;
  
  uVar1 = NewHandle(this,param_1);
  (**(code **)(**(int **)(this + 0x70) + 8))
            (*(int **)(this + 0x70),param_2,param_3,this + 4,uVar1 & 0xffff);
  return uVar1;
}

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)