L L4D2node

CSpatialPartition::Init

0x001de290 · 210 bytes · __thiscall

_ZN17CSpatialPartition4InitERK6VectorS2_

Decompiled

undefined (3 params)

/* CSpatialPartition::Init(Vector const&, Vector const&) */

void __thiscall CSpatialPartition::Init(CSpatialPartition *this,Vector *param_1,Vector *param_2)

{
  char cVar1;
  uint uVar2;
  int iVar3;
  
  CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
  ::Purge((CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
           *)(this + 4));
  iVar3 = *(int *)(this + 0x20);
  if (iVar3 < 0x100) {
    *(undefined4 *)(this + 0x20) = 0x100;
    iVar3 = (0x100 - iVar3) * 0x34;
    uVar2 = *(uint *)(this + 0x1c);
    if (iVar3 != 0) {
      uVar2 = -uVar2 & iVar3 + -1 + uVar2;
    }
    iVar3 = *(int *)(this + 4);
    if ((uVar2 + iVar3 <= *(uint *)(this + 8)) ||
       (cVar1 = CMemoryStack::CommitTo((uchar *)(this + 4)), cVar1 != '\0')) {
      *(uint *)(this + 4) = uVar2 + iVar3;
    }
  }
  *(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x10);
  (**(code **)(*(int *)(this + 0x40) + 8))(this + 0x40,this,0,param_1,param_2);
  (**(code **)(*(int *)(this + 0x130) + 8))(this + 0x130,this,1,param_1,param_2);
  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)