L L4D2node

CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectRay>

0x001e2b50 · 339 bytes · __thiscall

_ZN10CVoxelHash30EnumerateElementsInSingleVoxelI13CIntersectRayEEb7Voxel_tRKT_iP20IPartitionEnumerator

Decompiled

bool (5 params)

/* bool CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectRay>(Voxel_t, CIntersectRay const&,
   int, IPartitionEnumerator*) */

bool __thiscall
CVoxelHash::EnumerateElementsInSingleVoxel<CIntersectRay>
          (CVoxelHash *this,uint param_2,int param_3,ushort param_4,undefined4 *param_5)

{
  ushort uVar1;
  char cVar2;
  float *pfVar3;
  int iVar4;
  uint uVar5;
  uint *puVar6;
  ushort *puVar7;
  float *pfVar8;
  float *pfVar9;
  undefined1 *puVar10;
  float local_3c;
  float fStack_38;
  float fStack_34;
  float fStack_30;
  float local_2c;
  float fStack_28;
  float fStack_24;
  float fStack_20;
  
  uVar5 = (((int)param_2 >> 0x10 & 0xffU) +
          ((param_2 >> 8 & 0xff) + ((param_2 & 0xff) + 0xaaaaaaaa) * 0x21) * 0x21) * 0x21 +
          (param_2 >> 0x18);
  puVar6 = *(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc);
  while( true ) {
    if (puVar6 == (uint *)0x0) {
      return true;
    }
    if (param_2 == *puVar6) break;
    puVar6 = (uint *)puVar6[3];
    if (*(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc) == puVar6) {
      return true;
    }
  }
  if (puVar6 == (uint *)&DAT_ffffffff) {
    return true;
  }
  puVar7 = (ushort *)puVar6[1];
  if (puVar7 == (ushort *)0x0) {
    return true;
  }
  do {
    uVar1 = *puVar7;
    puVar7 = *(ushort **)(puVar7 + 4);
    if (((uVar1 != 0xffff) &&
        (pfVar8 = (float *)((uint)uVar1 * 0x34 +
                           *(int *)(*(int *)(*(int *)(this + 0x1048) + 0xbc) + 0x10)),
        (param_4 & *(ushort *)(pfVar8 + 7)) != 0)) && ((*(byte *)((int)pfVar8 + 0x1e) & 1) == 0)) {
      local_3c = *pfVar8;
      fStack_38 = pfVar8[1];
      fStack_34 = pfVar8[2];
      fStack_30 = pfVar8[3];
      local_2c = pfVar8[3];
      fStack_28 = pfVar8[4];
      fStack_24 = pfVar8[5];
      fStack_20 = pfVar8[6];
      puVar10 = Four_Zeros;
      pfVar3 = (float *)(param_3 + 0x50);
      pfVar9 = (float *)(param_3 + 0x60);
      iVar4 = param_3 + 0x70;
      cVar2 = IsBoxIntersectingRay
                        (&local_3c,(float *)0x34,&local_3c,&local_2c,pfVar3,
                         (float *)(param_3 + 0x60));
      local_3c = 0.0;
      fStack_38 = 0.0;
      fStack_34 = 0.0;
      fStack_30 = 0.0;
      local_2c = 0.0;
      fStack_28 = 0.0;
      fStack_24 = 0.0;
      fStack_20 = 0.0;
      if ((cVar2 != '\0') &&
         (iVar4 = (**(code **)*param_5)(param_5,pfVar8[6],pfVar3,pfVar9,iVar4,puVar10), iVar4 == 1))
      {
        return false;
      }
    }
    if (puVar7 == (ushort *)0x0) {
      return true;
    }
  } while( true );
}

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)