CCoreDispInfo::BuildTriTLtoBR
0x000be670 · 151 bytes · __thiscall
_ZN13CCoreDispInfo14BuildTriTLtoBREi
Decompiled
undefined (2 params)
/* CCoreDispInfo::BuildTriTLtoBR(int) */
void __thiscall CCoreDispInfo::BuildTriTLtoBR(CCoreDispInfo *this,int param_1)
{
int iVar1;
short sVar2;
short sVar3;
sVar2 = (short)param_1;
sVar3 = (short)(1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f)) + 1 + sVar2;
*(short *)(*(int *)(this + 0x1c4) + *(int *)(this + 0x1c0) * 2) = sVar2;
*(short *)(*(int *)(this + 0x1c4) + 2 + *(int *)(this + 0x1c0) * 2) = sVar3;
*(short *)(*(int *)(this + 0x1c4) + 4 + *(int *)(this + 0x1c0) * 2) = sVar2 + 1;
iVar1 = *(int *)(this + 0x1c0);
*(int *)(this + 0x1c0) = iVar1 + 3;
*(short *)(*(int *)(this + 0x1c4) + (iVar1 + 3) * 2) = sVar2 + 1;
*(short *)(*(int *)(this + 0x1c4) + 2 + *(int *)(this + 0x1c0) * 2) = sVar3;
*(short *)(*(int *)(this + 0x1c4) + 4 + *(int *)(this + 0x1c0) * 2) = sVar3 + 1;
*(int *)(this + 0x1c0) = *(int *)(this + 0x1c0) + 3;
return;
}
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.