L L4D2node

CCoreDispSurface::SetNeighborData

0x000bd370 · 101 bytes · __thiscall

_ZN16CCoreDispSurface15SetNeighborDataEPK13CDispNeighborPK20CDispCornerNeighbors

Decompiled

undefined (3 params)

/* CCoreDispSurface::SetNeighborData(CDispNeighbor const*, CDispCornerNeighbors const*) */

void __thiscall
CCoreDispSurface::SetNeighborData
          (CCoreDispSurface *this,CDispNeighbor *param_1,CDispCornerNeighbors *param_2)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = 0;
  do {
    *(undefined4 *)(this + iVar1 + 0x120) = *(undefined4 *)(param_1 + iVar1);
    *(undefined4 *)(this + iVar1 + 0x124) = *(undefined4 *)(param_1 + iVar1 + 4);
    *(undefined4 *)(this + iVar1 + 0x128) = *(undefined4 *)(param_1 + iVar1 + 8);
    iVar1 = iVar1 + 0xc;
    *(undefined4 *)(this + iVar2 + 0x150) = *(undefined4 *)(param_2 + iVar2);
    *(undefined4 *)(this + iVar2 + 0x154) = *(undefined4 *)(param_2 + iVar2 + 4);
    *(undefined2 *)(this + iVar2 + 0x158) = *(undefined2 *)(param_2 + iVar2 + 8);
    iVar2 = iVar2 + 10;
  } while (iVar1 != 0x30);
  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)