CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectBox>
0x001e2890 · 310 bytes · __thiscall
_ZN10CVoxelHash30EnumerateElementsInSingleVoxelI13CIntersectBoxEEb7Voxel_tRKT_iP20IPartitionEnumerator
Decompiled
bool (5 params)
/* bool CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectBox>(Voxel_t, CIntersectBox const&,
int, IPartitionEnumerator*) */
bool __thiscall
CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectBox>
(CVoxelHash *this,uint param_2,int param_3,ushort param_4,undefined4 *param_5)
{
ushort uVar1;
ushort *puVar2;
float *pfVar3;
float *pfVar4;
float *pfVar5;
int iVar6;
uint uVar7;
uint *puVar8;
uVar7 = (((int)param_2 >> 0x10 & 0xffU) +
((param_2 >> 8 & 0xff) + ((param_2 & 0xff) + 0xaaaaaaaa) * 0x21) * 0x21) * 0x21 +
(param_2 >> 0x18);
puVar8 = *(uint **)(this + (((int)uVar7 >> 0x10 ^ uVar7) & 0x1ff) * 8 + 0xc);
while( true ) {
if (puVar8 == (uint *)0x0) {
return true;
}
if (param_2 == *puVar8) break;
puVar8 = (uint *)puVar8[3];
if (*(uint **)(this + (((int)uVar7 >> 0x10 ^ uVar7) & 0x1ff) * 8 + 0xc) == puVar8) {
return true;
}
}
if (puVar8 == (uint *)&DAT_ffffffff) {
return true;
}
puVar2 = (ushort *)puVar8[1];
do {
do {
if (puVar2 == (ushort *)0x0) {
return true;
}
uVar1 = *puVar2;
puVar2 = *(ushort **)(puVar2 + 4);
} while (((uVar1 == 0xffff) ||
(pfVar5 = (float *)((uint)uVar1 * 0x34 +
*(int *)(*(int *)(*(int *)(this + 0x1048) + 0xbc) + 0x10)),
(param_4 & *(ushort *)(pfVar5 + 7)) == 0)) ||
((*(byte *)((int)pfVar5 + 0x1e) & 1) != 0));
pfVar3 = *(float **)(param_3 + 0x50);
pfVar4 = *(float **)(param_3 + 0x54);
} while (((((*pfVar4 < *pfVar5) || (pfVar5[3] < *pfVar3)) ||
((pfVar4[1] < pfVar5[1] || ((pfVar5[4] < pfVar3[1] || (pfVar4[2] < pfVar5[2])))))) ||
(pfVar5[5] < pfVar3[2])) ||
(iVar6 = (**(code **)*param_5)(param_5,pfVar5[6]), iVar6 != 1));
return false;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.