L L4D2node

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 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)