L L4D2node

CVirtualTerrain::GetTrianglesInSphere

0x00125700 · 74 bytes · __thiscall

_ZN15CVirtualTerrain20GetTrianglesInSphereEPvRK6VectorfP25virtualmeshtrianglelist_t

Decompiled

undefined (5 params)

/* CVirtualTerrain::GetTrianglesInSphere(void*, Vector const&, float, virtualmeshtrianglelist_t*) */

void __thiscall
CVirtualTerrain::GetTrianglesInSphere
          (CVirtualTerrain *this,void *param_1,Vector *param_2,float param_3,
          virtualmeshtrianglelist_t *param_4)

{
  undefined4 uVar1;
  
  uVar1 = CDispCollTree::AABBTree_GetTrisInSphere
                    ((CDispCollTree *)((int)param_1 * 0xf4 + g_pDispCollTrees),param_2,param_3,
                     (ushort *)(param_4 + 4),0xc00);
  *(undefined4 *)param_4 = 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)