CEngineBSPTree::ListLeavesInBox
0x00167480 · 148 bytes · __thiscall
_ZN14CEngineBSPTree15ListLeavesInBoxERK6VectorS2_Pti
Decompiled
undefined (5 params)
/* CEngineBSPTree::ListLeavesInBox(Vector const&, Vector const&, unsigned short*, int) */
void __thiscall
CEngineBSPTree::ListLeavesInBox
(CEngineBSPTree *this,Vector *param_1,Vector *param_2,ushort *param_3,int param_4)
{
float local_1c;
float local_18;
float local_14;
float local_10;
float local_c;
float local_8;
local_18 = (*(float *)(param_1 + 4) + *(float *)(param_2 + 4)) * 0.5;
local_14 = (*(float *)(param_1 + 8) + *(float *)(param_2 + 8)) * 0.5;
local_1c = (*(float *)param_1 + *(float *)param_2) * 0.5;
local_c = *(float *)(param_2 + 4) - local_18;
local_8 = *(float *)(param_2 + 8) - local_14;
local_10 = *(float *)param_2 - local_1c;
ListLeafsInBox(*(mnode_t **)(DAT_003a172c + 0x50),(Vector *)&local_1c,(Vector *)&local_10,param_3,
param_4);
return;
}
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.