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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.