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 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.