GetNodeIndexFromComponents
0x000bce90 · 80 bytes · __cdecl
_Z26GetNodeIndexFromComponentsii
Decompiled
undefined (2 params)
/* GetNodeIndexFromComponents(int, int) */
uint GetNodeIndexFromComponents(int param_1,int param_2)
{
byte bVar1;
uint uVar2;
byte bVar3;
if (param_1 == 0) {
uVar2 = 0;
}
else {
bVar3 = 0;
uVar2 = 0;
do {
bVar1 = bVar3 & 0x1f;
bVar3 = bVar3 + 2;
uVar2 = uVar2 | (param_1 & 1U) << bVar1;
param_1 = param_1 >> 1;
} while (param_1 != 0);
}
if (param_2 != 0) {
bVar3 = 1;
do {
bVar1 = bVar3 & 0x1f;
bVar3 = bVar3 + 2;
uVar2 = uVar2 | (param_2 & 1U) << bVar1;
param_2 = param_2 >> 1;
} while (param_2 != 0);
}
return uVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.