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 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.