L L4D2node

UpdateDirtySpatialPartitionEntities

0x0042c010 · 98 bytes · unknown

_Z35UpdateDirtySpatialPartitionEntitiesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UpdateDirtySpatialPartitionEntities() */

void UpdateDirtySpatialPartitionEntities(void)

{
  int *piVar1;
  
  CDirtySpatialPartitionEntityList::OnPreQuery
            ((CDirtySpatialPartitionEntityList *)s_DirtyKDTree,0x13);
  if (s_DirtyKDTree._48_4_ == 0) {
    piVar1 = (int *)___tls_get_addr();
    piVar1 = (int *)(s_DirtyKDTree + (*piVar1 + 0xc) * 4 + 4);
    *piVar1 = *piVar1 + -1;
    if (*piVar1 == 0) {
      CThreadSpinRWLock::UnlockRead();
      return;
    }
  }
  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)