L L4D2node

CCollisionProperty::UpdatePartition

0x0042b900 · 334 bytes · __thiscall

_ZN18CCollisionProperty15UpdatePartitionEv

Decompiled

undefined (1 param)

/* CCollisionProperty::UpdatePartition() */

void __thiscall CCollisionProperty::UpdatePartition(CCollisionProperty *this)

{
  float fVar1;
  uint uVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  uVar2 = *(uint *)(*(int *)(this + 4) + 0x14c);
  if (((uVar2 & 0x8000) != 0) &&
     (*(uint *)(*(int *)(this + 4) + 0x14c) = uVar2 & 0xffff7fff,
     *(int *)(*(int *)(this + 4) + 0x30) != 0)) {
    if (*(short *)(this + 0x28) == -1) {
      CreatePartitionHandle(this);
      UpdateServerPartitionMask(this);
    }
    if ((this[0x22] == (CCollisionProperty)0x0) || ((*(ushort *)(this + 0x20) & 4) != 0)) {
      if (((*(ushort *)(this + 0x20) & 8) == 0) &&
         ((*(byte *)(*(int *)(this + 4) + 0x14e) & 4) == 0)) {
        return;
      }
      fVar1 = *(float *)(this + 0x24);
    }
    else {
      fVar1 = *(float *)(this + 0x24);
    }
    if (fVar1 != 0.0) {
      (**(code **)(*(int *)this + 0x3c))(this,&local_34,&local_28);
      local_34 = local_34 - 1.0;
      local_30 = local_30 - 1.0;
      local_2c = local_2c - 1.0;
      local_28 = local_28 + 1.0;
      local_24 = local_24 + 1.0;
      local_20 = local_20 + 1.0;
      (**(code **)(*partition + 0x24))(partition,*(undefined2 *)(this + 0x28),&local_34,&local_28);
      return;
    }
    pcVar3 = *(code **)(*partition + 0x24);
    uVar4 = (**(code **)(*(int *)this + 0x20))(this);
    uVar5 = (**(code **)(*(int *)this + 0x20))(this);
    (*pcVar3)(partition,*(undefined2 *)(this + 0x28),uVar5,uVar4);
  }
  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)