L L4D2node

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 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)