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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.