L L4D2node

CVoxelTree::ElementMoved

0x001de040 · 227 bytes · __thiscall

_ZN10CVoxelTree12ElementMovedEtRK6VectorS2_

Decompiled

undefined (4 params)

/* CVoxelTree::ElementMoved(unsigned short, Vector const&, Vector const&) */

void __thiscall
CVoxelTree::ElementMoved(CVoxelTree *this,ushort param_1,Vector *param_2,Vector *param_3)

{
  float *pfVar1;
  
  if (param_1 != 0xffff) {
    pfVar1 = (float *)((uint)param_1 * 0x34 + *(int *)(*(int *)(this + 0xbc) + 0x10));
    if (pfVar1[*(int *)(this + 0x38) + 10] == 0.0) {
      InsertIntoTree(this,param_1,param_2,param_3);
      return;
    }
    if ((((*(float *)param_2 - 0.03125 != *pfVar1) ||
         (*(float *)(param_2 + 4) - 0.03125 != pfVar1[1])) ||
        (*(float *)(param_2 + 8) - 0.03125 != pfVar1[2])) ||
       (((*(float *)param_3 + 0.03125 != pfVar1[3] ||
         (*(float *)(param_3 + 4) + 0.03125 != pfVar1[4])) ||
        (*(float *)(param_3 + 8) + 0.03125 != pfVar1[5])))) {
      RemoveFromTree(this,param_1);
      InsertIntoTree(this,param_1,param_2,param_3);
      return;
    }
  }
  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)