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 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.