L L4D2node

CVoxelTree::EnumerateElementsAtPoint

0x001dc800 · 368 bytes · __thiscall

_ZN10CVoxelTree24EnumerateElementsAtPointEiRK6VectorbP20IPartitionEnumerator

Decompiled

undefined (5 params)

/* CVoxelTree::EnumerateElementsAtPoint(int, Vector const&, bool, IPartitionEnumerator*) */

void __thiscall
CVoxelTree::EnumerateElementsAtPoint
          (CVoxelTree *this,int param_1,Vector *param_2,bool param_3,IPartitionEnumerator *param_4)

{
  CVoxelHash *pCVar1;
  char cVar2;
  byte bVar3;
  uint uVar4;
  
  if (param_1 == 0) {
    return;
  }
  CThreadSpinRWLock::LockForRead();
  pCVar1 = *(CVoxelHash **)(this + 8);
  bVar3 = (char)*(undefined4 *)(pCVar1 + 0x104c) * '\x02' + 8;
  uVar4 = (int)(*(float *)param_2 - *(float *)pCVar1) >> (bVar3 & 0x1f) & 0x7ffU |
          ((int)(*(float *)(param_2 + 4) - *(float *)(pCVar1 + 4)) >> (bVar3 & 0x1f) & 0x7ffU) <<
          0xb | ((int)(*(float *)(param_2 + 8) - *(float *)(pCVar1 + 8)) >> (bVar3 & 0x1f)) << 0x16;
  cVar2 = CVoxelHash::EnumerateElementsAtPoint(pCVar1,param_1,uVar4,param_2,param_4);
  if (cVar2 != '\0') {
    uVar4 = uVar4 >> 2 & 0xffcff9ff;
    cVar2 = CVoxelHash::EnumerateElementsAtPoint
                      ((CVoxelHash *)(*(int *)(this + 8) + 0x1050),param_1,uVar4,param_2,param_4);
    if (cVar2 != '\0') {
      uVar4 = uVar4 >> 2 & 0xffcff9ff;
      cVar2 = CVoxelHash::EnumerateElementsAtPoint
                        ((CVoxelHash *)(*(int *)(this + 8) + 0x20a0),param_1,uVar4,param_2,param_4);
      if (cVar2 != '\0') {
        CVoxelHash::EnumerateElementsAtPoint
                  ((CVoxelHash *)(*(int *)(this + 8) + 0x30f0),param_1,uVar4 >> 2 & 0xffcff9ff,
                   param_2,param_4);
      }
    }
  }
  CThreadSpinRWLock::UnlockRead();
  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)