L L4D2node

CSpatialPartition::RemoveAndInsert

0x001dbe10 · 47 bytes · __thiscall

_ZN17CSpatialPartition15RemoveAndInsertEiit

Decompiled

undefined (4 params)

/* CSpatialPartition::RemoveAndInsert(int, int, unsigned short) */

void __thiscall
CSpatialPartition::RemoveAndInsert(CSpatialPartition *this,int param_1,int param_2,ushort param_3)

{
  ushort *puVar1;
  
  puVar1 = (ushort *)(*(int *)(this + 0x10) + (uint)param_3 * 0x34 + 0x1c);
  *puVar1 = *puVar1 & ~(ushort)param_1;
  puVar1 = (ushort *)((uint)param_3 * 0x34 + *(int *)(this + 0x10) + 0x1c);
  *puVar1 = *puVar1 | (ushort)param_2;
  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)