CSpatialPartition::RemoveFromTree
0x001de130 · 98 bytes · __thiscall
_ZN17CSpatialPartition14RemoveFromTreeEt
Decompiled
undefined (2 params)
/* CSpatialPartition::RemoveFromTree(unsigned short) */
void __thiscall CSpatialPartition::RemoveFromTree(CSpatialPartition *this,ushort param_1)
{
byte bVar1;
int iVar2;
iVar2 = (uint)param_1 * 0x34 + *(int *)(this + 0x10);
bVar1 = *(byte *)(iVar2 + 0x1e);
if ((bVar1 & 2) != 0) {
CVoxelTree::RemoveFromTree((CVoxelTree *)(this + 0x40),param_1);
bVar1 = *(byte *)(iVar2 + 0x1e) & 0xfd;
*(byte *)(iVar2 + 0x1e) = bVar1;
}
if ((bVar1 & 4) != 0) {
CVoxelTree::RemoveFromTree((CVoxelTree *)(this + 0x130),param_1);
*(byte *)(iVar2 + 0x1e) = *(byte *)(iVar2 + 0x1e) & 0xfb;
}
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.