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 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.