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 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.