L L4D2node

CVoxelHash::RenderObjectInVoxel

0x001dc990 · 5 bytes · __cdecl

_ZN10CVoxelHash19RenderObjectInVoxelEtP17CPartitionVisitorf

Decompiled

undefined (3 params)

/* CVoxelHash::RenderObjectInVoxel(unsigned short, CPartitionVisitor*, float) */

void CVoxelHash::RenderObjectInVoxel(ushort param_1,CPartitionVisitor *param_2,float param_3)

{
  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)