L L4D2node

CSpatialPartition::CreateHandle

0x001dbd80 · 90 bytes · __thiscall

_ZN17CSpatialPartition12CreateHandleEP13IHandleEntityiRK6VectorS4_

Decompiled

undefined (5 params)

/* CSpatialPartition::CreateHandle(IHandleEntity*, int, Vector const&, Vector const&) */

uint __thiscall
CSpatialPartition::CreateHandle
          (CSpatialPartition *this,IHandleEntity *param_1,int param_2,Vector *param_3,
          Vector *param_4)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  (**(code **)(*(int *)this + 0x14))(this,param_2,uVar1 & 0xffff);
  (**(code **)(*(int *)this + 0x90))(this,uVar1 & 0xffff,param_3,param_4);
  return uVar1;
}

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)