L L4D2node

CEngineBSPTree::EnumerateLeavesAtPoint

0x001675c0 · 46 bytes · __cdecl

_ZN14CEngineBSPTree22EnumerateLeavesAtPointERK6VectorP22ISpatialLeafEnumeratori

Decompiled

undefined (3 params)

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

void CEngineBSPTree::EnumerateLeavesAtPoint
               (Vector *param_1,ISpatialLeafEnumerator *param_2,int param_3)

{
  CM_PointLeafnum((Vector *)param_2);
                    /* WARNING: Could not recover jumptable at 0x001675ec. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*(code *)**(undefined4 **)param_3)();
  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)