L L4D2node

CVoxelTree::EnumerateElementsInSphere

0x001dbc50 · 140 bytes · __thiscall

_ZN10CVoxelTree25EnumerateElementsInSphereEiRK6VectorfbP20IPartitionEnumerator

Decompiled

undefined (6 params)

/* CVoxelTree::EnumerateElementsInSphere(int, Vector const&, float, bool, IPartitionEnumerator*) */

void __thiscall
CVoxelTree::EnumerateElementsInSphere
          (CVoxelTree *this,int param_1,Vector *param_2,float param_3,bool param_4,
          IPartitionEnumerator *param_5)

{
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  local_18 = *(float *)param_2 + param_3;
  local_24 = *(float *)param_2 - param_3;
  local_14 = *(float *)(param_2 + 4) + param_3;
  local_20 = *(float *)(param_2 + 4) - param_3;
  local_1c = *(float *)(param_2 + 8) - param_3;
  local_10 = param_3 + *(float *)(param_2 + 8);
  (**(code **)(*(int *)this + 0x10))(this,param_1,&local_24,&local_18,param_4,param_5);
  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)