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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.