L L4D2node

CFastPointLeafNum::GetLeaf

0x0011c160 · 168 bytes · __thiscall

_ZN17CFastPointLeafNum7GetLeafERK6Vector

Decompiled

undefined (2 params)

/* CFastPointLeafNum::GetLeaf(Vector const&) */

void __thiscall CFastPointLeafNum::GetLeaf(CFastPointLeafNum *this,Vector *param_1)

{
  undefined4 uVar1;
  float fVar2;
  float fVar3;
  
  if ((*(int *)this < 0) || (DAT_00394394 <= *(int *)this)) {
    fVar2 = *(float *)param_1;
  }
  else {
    fVar2 = *(float *)param_1;
    fVar3 = (*(float *)(param_1 + 8) - *(float *)(this + 0xc)) *
            (*(float *)(param_1 + 8) - *(float *)(this + 0xc)) +
            (fVar2 - *(float *)(this + 4)) * (fVar2 - *(float *)(this + 4)) +
            (*(float *)(param_1 + 4) - *(float *)(this + 8)) *
            (*(float *)(param_1 + 4) - *(float *)(this + 8));
    if (fVar3 < *(float *)(this + 0x10) || fVar3 == *(float *)(this + 0x10)) {
      return;
    }
  }
  *(float *)(this + 4) = fVar2;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 4);
  uVar1 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x10) = 0x6753c21c;
  *(undefined4 *)(this + 0xc) = uVar1;
  uVar1 = CM_PointLeafnumMinDistSqr_r
                    ((CCollisionBSPData *)&g_BSPData,param_1,0,(float *)(this + 0x10));
  *(undefined4 *)this = uVar1;
  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)