CEngineBSPTree::EnumerateLeavesInSphere
0x00167b00 · 123 bytes · __thiscall
_ZN14CEngineBSPTree23EnumerateLeavesInSphereERK6VectorfP22ISpatialLeafEnumeratori
Decompiled
undefined (5 params)
/* CEngineBSPTree::EnumerateLeavesInSphere(Vector const&, float, ISpatialLeafEnumerator*, int) */
void __thiscall
CEngineBSPTree::EnumerateLeavesInSphere
(CEngineBSPTree *this,Vector *param_1,float param_2,ISpatialLeafEnumerator *param_3,
int param_4)
{
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
float local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
float local_20;
float local_1c;
float local_18;
ISpatialLeafEnumerator *local_14;
int local_10;
local_30 = param_2;
local_3c = *(undefined4 *)param_1;
local_20 = param_2;
local_38 = *(undefined4 *)(param_1 + 4);
local_1c = param_2;
local_34 = *(undefined4 *)(param_1 + 8);
local_14 = param_3;
local_18 = param_2;
local_10 = param_4;
local_2c = local_3c;
local_28 = local_38;
local_24 = local_34;
EnumerateLeafInSphere_R<false>
(*(mnode_t **)(DAT_003a172c + 0x50),(EnumLeafSphereInfo_t *)&local_3c,0x70000000);
return;
}
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.