L L4D2node

CM_PointLeafnum_r

0x00119870 · 123 bytes · __cdecl

_Z17CM_PointLeafnum_rP17CCollisionBSPDataRK6Vectori

Decompiled

undefined (3 params)

/* CM_PointLeafnum_r(CCollisionBSPData*, Vector const&, int) */

uint CM_PointLeafnum_r(CCollisionBSPData *param_1,Vector *param_2,int param_3)

{
  undefined4 *puVar1;
  float *pfVar2;
  
  if (-1 < param_3) {
    do {
      while( true ) {
        puVar1 = (undefined4 *)(*(int *)param_1 + param_3 * 0xc);
        pfVar2 = (float *)*puVar1;
        if (2 < *(byte *)(pfVar2 + 4)) break;
        if (0.0 <= *(float *)(param_2 + (uint)*(byte *)(pfVar2 + 4) * 4) - pfVar2[3])
        goto LAB_0011989f;
LAB_001198e5:
        param_3 = puVar1[2];
        if (param_3 < 0) goto LAB_001198ec;
      }
      if ((*(float *)param_2 * *pfVar2 - pfVar2[3]) + *(float *)(param_2 + 4) * pfVar2[1] +
          *(float *)(param_2 + 8) * pfVar2[2] < 0.0) goto LAB_001198e5;
LAB_0011989f:
      param_3 = puVar1[1];
    } while (-1 < param_3);
  }
LAB_001198ec:
  return ~param_3;
}

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)