L L4D2node

CSpatialPartition::EnumerateElementsAtPoint

0x001dcef0 · 169 bytes · __thiscall

_ZN17CSpatialPartition24EnumerateElementsAtPointEiRK6VectorbP20IPartitionEnumerator

Decompiled

undefined (5 params)

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

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

{
  int *piVar1;
  
  piVar1 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* try { // try from 001dcf4a to 001dcf87 has its CatchHandler @ 001dcf99 */
  InvokeQueryCallbacks(this,param_1,false);
  (**(code **)(*(int *)(this + (uint)((param_1 & 0x1acU) == 0) * 0xf0 + 0x40) + 0x1c))
            (this + (uint)((param_1 & 0x1acU) == 0) * 0xf0 + 0x40,param_1,param_2,param_3,param_4);
  InvokeQueryCallbacks(this,param_1,true);
                    /* WARNING: Could not recover jumptable at 0x001dcf97. 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)