L L4D2node

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 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)