L L4D2node

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 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)