L L4D2node

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 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)