L L4D2node

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 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)