CVoxelHash::RenderObjectsInVoxel
0x001dc9a0 · 124 bytes · __cdecl
_ZN10CVoxelHash20RenderObjectsInVoxelE7Voxel_tP17CPartitionVisitorbf
Decompiled
undefined (4 params)
/* CVoxelHash::RenderObjectsInVoxel(Voxel_t, CPartitionVisitor*, bool, float) */
void CVoxelHash::RenderObjectsInVoxel(int param_1,uint param_2)
{
uint *puVar1;
uint uVar2;
uint *puVar3;
uVar2 = (((int)param_2 >> 0x10 & 0xffU) +
(((param_2 & 0xff) + 0xaaaaaaaa) * 0x21 + (param_2 >> 8 & 0xff)) * 0x21) * 0x21 +
(param_2 >> 0x18);
puVar1 = *(uint **)(param_1 + 0xc + (((int)uVar2 >> 0x10 ^ uVar2) & 0x1ff) * 8);
puVar3 = puVar1;
while( true ) {
if (puVar3 == (uint *)0x0) {
return;
}
if (param_2 == *puVar3) break;
puVar3 = (uint *)puVar3[3];
if (puVar1 == puVar3) {
return;
}
}
if (puVar3 == (uint *)&DAT_ffffffff) {
return;
}
uVar2 = puVar3[1];
if (uVar2 == 0) {
return;
}
do {
uVar2 = *(uint *)(uVar2 + 8);
} while (uVar2 != 0);
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.