L L4D2node

CEngineBSPTree::EnumerateLeavesInBox

0x00167520 · 137 bytes · __thiscall

_ZN14CEngineBSPTree20EnumerateLeavesInBoxERK6VectorS2_P22ISpatialLeafEnumeratori

Decompiled

undefined (5 params)

/* CEngineBSPTree::EnumerateLeavesInBox(Vector const&, Vector const&, ISpatialLeafEnumerator*, int)
    */

undefined4 __thiscall
CEngineBSPTree::EnumerateLeavesInBox
          (CEngineBSPTree *this,Vector *param_1,Vector *param_2,ISpatialLeafEnumerator *param_3,
          int param_4)

{
  undefined2 *puVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  undefined2 *puVar5;
  undefined2 local_81c [1030];
  
  uVar3 = 0;
  if (host_state != 0) {
    puVar5 = local_81c;
    iVar4 = (**(code **)(*(int *)this + 0x18))(this,param_1,param_2,puVar5,0x400);
    puVar1 = puVar5 + iVar4;
    if (0 < iVar4) {
      do {
        cVar2 = (*(code *)**(undefined4 **)param_3)(param_3,*puVar5,param_4);
        if (cVar2 == '\0') break;
        puVar5 = puVar5 + 1;
      } while (puVar5 != puVar1);
    }
    uVar3 = 1;
  }
  return uVar3;
}

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)