L L4D2node

CSpatialPartition::EnumerateElementsInSphere

0x001dcd60 · 190 bytes · __thiscall

_ZN17CSpatialPartition25EnumerateElementsInSphereEiRK6VectorfbP20IPartitionEnumerator

Decompiled

undefined (6 params)

/* CSpatialPartition::EnumerateElementsInSphere(int, Vector const&, float, bool,
   IPartitionEnumerator*) */

void __thiscall
CSpatialPartition::EnumerateElementsInSphere
          (CSpatialPartition *this,int param_1,Vector *param_2,float param_3,bool param_4,
          IPartitionEnumerator *param_5)

{
  int *piVar1;
  
  piVar1 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* try { // try from 001dcdc4 to 001dce0c has its CatchHandler @ 001dce1e */
  InvokeQueryCallbacks(this,param_1,false);
  (**(code **)(*(int *)(this + (uint)((param_1 & 0x1acU) == 0) * 0xf0 + 0x40) + 0x14))
            (this + (uint)((param_1 & 0x1acU) == 0) * 0xf0 + 0x40,param_1,param_2,param_3,param_4,
             param_5);
  InvokeQueryCallbacks(this,param_1,true);
                    /* WARNING: Could not recover jumptable at 0x001dce1c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)