L L4D2node

CEngineBSPTree::EnumerateLeavesInSphereWithFlagSet

0x00167b80 · 127 bytes · __thiscall

_ZN14CEngineBSPTree34EnumerateLeavesInSphereWithFlagSetERK6VectorfP22ISpatialLeafEnumeratorii

Decompiled

undefined (6 params)

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

void __thiscall
CEngineBSPTree::EnumerateLeavesInSphereWithFlagSet
          (CEngineBSPTree *this,Vector *param_1,float param_2,ISpatialLeafEnumerator *param_3,
          int param_4,int param_5)

{
  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_10 = param_4;
  local_18 = param_2;
  local_2c = local_3c;
  local_28 = local_38;
  local_24 = local_34;
  EnumerateLeafInSphere_R<true>
            (*(mnode_t **)(DAT_003a172c + 0x50),(EnumLeafSphereInfo_t *)&local_3c,
             param_5 | 0x70000000);
  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)