L L4D2node

CVoxelTree::RenderObjectsInPlayerLeafs

0x001df6d0 · 158 bytes · __cdecl

_ZN10CVoxelTree26RenderObjectsInPlayerLeafsERK6VectorS2_f

Decompiled

undefined (3 params)

/* CVoxelTree::RenderObjectsInPlayerLeafs(Vector const&, Vector const&, float) */

void CVoxelTree::RenderObjectsInPlayerLeafs(Vector *param_1,Vector *param_2,float param_3)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* try { // try from 001df70d to 001df759 has its CatchHandler @ 001df76e */
  CThreadSpinRWLock::LockForRead();
  iVar2 = 0;
  if (0 < *(int *)(param_1 + 4)) {
    do {
      CVoxelHash::RenderObjectsInPlayerLeafs
                ((Vector *)(iVar2 * 0x1050 + *(int *)(param_1 + 8)),param_2,param_3);
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_1 + 4));
  }
  CThreadSpinRWLock::UnlockRead();
                    /* WARNING: Could not recover jumptable at 0x001df76c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)