L L4D2node

CM_BoxLeafnums

0x0011a050 · 219 bytes · __cdecl

_Z14CM_BoxLeafnumsRK6VectorS1_PiiS2_

Decompiled

undefined (5 params)

/* CM_BoxLeafnums(Vector const&, Vector const&, int*, int, int*) */

void CM_BoxLeafnums(Vector *param_1,Vector *param_2,int *param_3,int param_4,int *param_5)

{
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  int local_1c;
  int local_18;
  int *local_14;
  undefined4 *local_10;
  
  local_1c = -1;
  local_10 = &g_BSPData;
  local_14 = param_3;
  local_30 = (*(float *)(param_1 + 4) + *(float *)(param_2 + 4)) * 0.5;
  local_2c = (*(float *)(param_1 + 8) + *(float *)(param_2 + 8)) * 0.5;
  local_34 = (*(float *)param_1 + *(float *)param_2) * 0.5;
  local_24 = *(float *)(param_2 + 4) - local_30;
  local_18 = param_4;
  local_20 = *(float *)(param_2 + 8) - local_2c;
  local_28 = *(float *)param_2 - local_34;
  if (DAT_003943bc < 1) {
    Error("Cannot load corrupted map.\n");
  }
  CM_BoxLeafnums((leafnums_t *)&local_1c,(Vector *)&local_34,(Vector *)&local_28,
                 *(int *)(DAT_003943b8 + 0x24));
  if (param_5 != (int *)0x0) {
    *param_5 = local_1c;
  }
  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)