L L4D2node

CStaticPropMgr::GetAllStaticPropsInAABB

0x001e72a0 · 211 bytes · __thiscall

_ZN14CStaticPropMgr23GetAllStaticPropsInAABBERK6VectorS2_P10CUtlVectorIP12ICollideable10CUtlMemoryIS5_iEE

Decompiled

undefined (4 params)

/* CStaticPropMgr::GetAllStaticPropsInAABB(Vector const&, Vector const&, CUtlVector<ICollideable*,
   CUtlMemory<ICollideable*, int> >*) */

void __thiscall
CStaticPropMgr::GetAllStaticPropsInAABB
          (CStaticPropMgr *this,Vector *param_1,Vector *param_2,CUtlVector *param_3)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  ICollideable *local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  if ((param_3 != (CUtlVector *)0x0) && (iVar1 = *(int *)(this + 0x2c), iVar1 != 0)) {
    iVar3 = 0;
    do {
      while( true ) {
        piVar2 = (int *)(iVar3 * 0xd8 + *(int *)(this + 0x20));
        (**(code **)(*piVar2 + 0x6c))(piVar2,&local_34,&local_28);
        if ((((*(float *)param_1 <= local_28) && (*(float *)(param_1 + 4) <= local_24)) &&
            (*(float *)(param_1 + 8) <= local_20)) &&
           (((local_34 < *(float *)param_2 || local_34 == *(float *)param_2 &&
             (local_30 < *(float *)(param_2 + 4) || local_30 == *(float *)(param_2 + 4))) &&
            (local_2c < *(float *)(param_2 + 8) || local_2c == *(float *)(param_2 + 8))))) break;
        iVar3 = iVar3 + 1;
        if (iVar1 == iVar3) {
          return;
        }
      }
      local_38 = (ICollideable *)(piVar2 + 2);
      iVar3 = iVar3 + 1;
      CUtlVector<ICollideable*,CUtlMemory<ICollideable*,int>>::InsertBefore
                ((CUtlVector<ICollideable*,CUtlMemory<ICollideable*,int>> *)param_3,
                 *(int *)(param_3 + 0xc),&local_38);
    } while (iVar1 != iVar3);
  }
  return;
}

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)