L L4D2node

CSpatialPartition::InvokeQueryCallbacks

0x001dcc20 · 93 bytes · __thiscall

_ZN17CSpatialPartition20InvokeQueryCallbacksEib

Decompiled

undefined (3 params)

/* CSpatialPartition::InvokeQueryCallbacks(int, bool) */

void __thiscall
CSpatialPartition::InvokeQueryCallbacks(CSpatialPartition *this,int param_1,bool param_2)

{
  undefined4 *puVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x22c)) {
    do {
      while( true ) {
        puVar1 = (undefined4 *)**(undefined4 **)(this + iVar2 * 4 + 0x220);
        if (!param_2) break;
        (*(code *)puVar1[1])();
        iVar2 = iVar2 + 1;
        if (*(int *)(this + 0x22c) <= iVar2) {
          return;
        }
      }
      (*(code *)*puVar1)(*(undefined4 **)(this + iVar2 * 4 + 0x220),param_1);
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x22c));
  }
  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)