L L4D2node

CVoxelHash::EnumerateElementsAtPoint

0x001dc6f0 · 262 bytes · __thiscall

_ZN10CVoxelHash24EnumerateElementsAtPointEi7Voxel_tRK6VectorP20IPartitionEnumerator

Decompiled

undefined (5 params)

/* CVoxelHash::EnumerateElementsAtPoint(int, Voxel_t, Vector const&, IPartitionEnumerator*) */

undefined4 __thiscall
CVoxelHash::EnumerateElementsAtPoint
          (CVoxelHash *this,ushort param_1,uint param_3,Vector *param_4,undefined4 *param_5)

{
  ushort uVar1;
  ushort *puVar2;
  char cVar3;
  int iVar4;
  uint uVar5;
  uint *puVar6;
  Vector *pVVar7;
  
  uVar5 = (((int)param_3 >> 0x10 & 0xffU) +
          ((param_3 >> 8 & 0xff) + ((param_3 & 0xff) + 0xaaaaaaaa) * 0x21) * 0x21) * 0x21 +
          (param_3 >> 0x18);
  puVar6 = *(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc);
  while( true ) {
    if (puVar6 == (uint *)0x0) {
      return 1;
    }
    if (param_3 == *puVar6) break;
    puVar6 = (uint *)puVar6[3];
    if (*(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc) == puVar6) {
      return 1;
    }
  }
  if (puVar6 == (uint *)&DAT_ffffffff) {
    return 1;
  }
  puVar2 = (ushort *)puVar6[1];
  do {
    if (puVar2 == (ushort *)0x0) {
      return 1;
    }
    uVar1 = *puVar2;
    puVar2 = *(ushort **)(puVar2 + 4);
  } while ((((uVar1 == 0xffff) ||
            (pVVar7 = (Vector *)
                      ((uint)uVar1 * 0x34 +
                      *(int *)(*(int *)(*(int *)(this + 0x1048) + 0xbc) + 0x10)),
            (param_1 & *(ushort *)(pVVar7 + 0x1c)) == 0)) || (((byte)pVVar7[0x1e] & 1) != 0)) ||
          ((cVar3 = IsPointInBox(param_4,pVVar7,pVVar7 + 0xc), cVar3 == '\0' ||
           (iVar4 = (**(code **)*param_5)(param_5,*(undefined4 *)(pVVar7 + 0x18)), iVar4 != 1))));
  return 0;
}

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)