CSpatialPartition::Insert
0x001dc140 · 52 bytes · __thiscall
_ZN17CSpatialPartition6InsertEit
Decompiled
undefined (3 params)
/* CSpatialPartition::Insert(int, unsigned short) */
void __thiscall CSpatialPartition::Insert(CSpatialPartition *this,int param_1,ushort param_2)
{
int iVar1;
if (((int)(uint)param_2 < *(int *)(this + 0x20)) && (param_2 <= *(ushort *)(this + 0x2e))) {
iVar1 = (uint)param_2 * 0x34 + *(int *)(this + 0x10);
if ((param_2 == *(ushort *)(iVar1 + 0x30)) && (param_2 != *(ushort *)(iVar1 + 0x32))) {
return;
}
*(ushort *)(iVar1 + 0x1c) = *(ushort *)(iVar1 + 0x1c) | (ushort)param_1;
}
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.