L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)