CreateSpatialPartition
0x001de8f0 · 64 bytes · __cdecl
_Z22CreateSpatialPartitionRK6VectorS1_
Decompiled
undefined (2 params)
/* CreateSpatialPartition(Vector const&, Vector const&) */
CSpatialPartition * CreateSpatialPartition(Vector *param_1,Vector *param_2)
{
CSpatialPartition *this;
this = operator_new(0x238);
/* try { // try from 001de909 to 001de90d has its CatchHandler @ 001de930 */
CSpatialPartition::CSpatialPartition(this);
(**(code **)(*(int *)this + 0x88))(this,param_1,param_2);
return this;
}
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.