L L4D2node

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 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)