CSpatialPartition::ElementMoved
0x001dbea0 · 140 bytes · __thiscall
_ZN17CSpatialPartition12ElementMovedEtRK6VectorS2_
Decompiled
undefined (4 params)
/* CSpatialPartition::ElementMoved(unsigned short, Vector const&, Vector const&) */
void __thiscall
CSpatialPartition::ElementMoved
(CSpatialPartition *this,ushort param_1,Vector *param_2,Vector *param_3)
{
ushort uVar1;
int iVar2;
uint uVar3;
uVar3 = (uint)param_1;
iVar2 = uVar3 * 0x34 + *(int *)(this + 0x10);
uVar1 = *(ushort *)(iVar2 + 0x1c);
if ((uVar1 & 0x1ac) != 0) {
(**(code **)(*(int *)(this + 0x40) + 0xc))(this + 0x40,uVar3,param_2,param_3);
*(byte *)(iVar2 + 0x1e) = *(byte *)(iVar2 + 0x1e) | 2;
}
if ((uVar1 & 0xfe53) != 0) {
(**(code **)(*(int *)(this + 0x130) + 0xc))(this + 0x130,uVar3,param_2,param_3);
*(byte *)(iVar2 + 0x1e) = *(byte *)(iVar2 + 0x1e) | 4;
}
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.