CSpatialPartition::HideElement
0x001dc180 · 122 bytes · __thiscall
_ZN17CSpatialPartition11HideElementEt
Decompiled
undefined (2 params)
/* CSpatialPartition::HideElement(unsigned short) */
undefined4 __thiscall CSpatialPartition::HideElement(CSpatialPartition *this,ushort param_1)
{
CSpatialPartition *pCVar1;
byte *pbVar2;
uint uVar3;
uint uVar4;
uVar4 = ThreadGetCurrentId();
pCVar1 = this + 0x34;
if (uVar4 != *(uint *)(this + 0x34)) {
LOCK();
uVar3 = *(uint *)pCVar1;
if (uVar3 == 0) {
*(uint *)pCVar1 = uVar4;
}
UNLOCK();
if (uVar3 != 0) {
CThreadFastMutex::Lock((uint)pCVar1,uVar4);
goto LAB_001dc1b1;
}
}
*(int *)(this + 0x38) = *(int *)(this + 0x38) + 1;
LAB_001dc1b1:
pbVar2 = (byte *)((uint)param_1 * 0x34 + *(int *)(this + 0x10) + 0x1e);
*pbVar2 = *pbVar2 | 1;
*(int *)(this + 0x38) = *(int *)(this + 0x38) + -1;
if (*(int *)(this + 0x38) == 0) {
LOCK();
*(uint *)pCVar1 = 0;
UNLOCK();
}
return 1;
}
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.