L L4D2node

CVoxelHash::EnumerateElementsInVoxel<CIntersectRay>

0x001e2cb0 · 396 bytes · __thiscall

_ZN10CVoxelHash24EnumerateElementsInVoxelI13CIntersectRayEEb7Voxel_tRKT_iP20IPartitionEnumerator

Decompiled

bool (5 params)

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

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

{
  ushort uVar1;
  char cVar2;
  uint *puVar3;
  int iVar4;
  uint uVar5;
  uint uVar6;
  float *pfVar7;
  ushort *puVar8;
  float *pfVar9;
  float *pfVar10;
  float *pfVar11;
  int *piVar12;
  undefined1 *puVar13;
  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);
  puVar3 = *(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc);
  while( true ) {
    if (puVar3 == (uint *)0x0) {
      return true;
    }
    if (param_2 == *puVar3) break;
    puVar3 = (uint *)puVar3[3];
    if (*(uint **)(this + (((int)uVar5 >> 0x10 ^ uVar5) & 0x1ff) * 8 + 0xc) == puVar3) {
      return true;
    }
  }
  if (puVar3 == (uint *)&DAT_ffffffff) {
    return true;
  }
  puVar8 = (ushort *)puVar3[1];
  if (puVar8 == (ushort *)0x0) {
    return true;
  }
  do {
    if (((*puVar8 != 0xffff) &&
        (pfVar9 = (float *)((uint)*puVar8 * 0x34 +
                           *(int *)(*(int *)(*(int *)(this + 0x1048) + 0xbc) + 0x10)),
        (param_4 & *(ushort *)(pfVar9 + 7)) != 0)) && ((*(byte *)((int)pfVar9 + 0x1e) & 1) == 0)) {
      uVar1 = *(ushort *)((int)pfVar9 + param_3[0x13] * 2 + 0x22);
      puVar3 = (uint *)((uVar1 >> 3 & 0x1ffc) + *(int *)(*param_3 + 8));
      uVar5 = *puVar3;
      uVar6 = 1 << ((byte)uVar1 & 0x1f);
      if ((uVar5 & uVar6) == 0) {
        pfVar7 = (float *)(uVar6 | uVar5);
        *puVar3 = (uint)pfVar7;
        local_3c = *pfVar9;
        fStack_38 = pfVar9[1];
        fStack_34 = pfVar9[2];
        fStack_30 = pfVar9[3];
        local_2c = pfVar9[3];
        fStack_28 = pfVar9[4];
        fStack_24 = pfVar9[5];
        fStack_20 = pfVar9[6];
        puVar13 = Four_Zeros;
        pfVar10 = (float *)(param_3 + 0x14);
        pfVar11 = (float *)(param_3 + 0x18);
        piVar12 = param_3 + 0x1c;
        cVar2 = IsBoxIntersectingRay
                          (&local_3c,pfVar7,&local_3c,&local_2c,pfVar10,(float *)(param_3 + 0x18));
        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,pfVar9[6],pfVar10,pfVar11,piVar12,puVar13),
           iVar4 == 1)) {
          return false;
        }
      }
    }
    puVar8 = *(ushort **)(puVar8 + 4);
    if (puVar8 == (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)