L L4D2node

CCoreDispInfo::GenerateCollisionSurface

0x000be7b0 · 149 bytes · __thiscall

_ZN13CCoreDispInfo24GenerateCollisionSurfaceEv

Decompiled

undefined (1 param)

/* CCoreDispInfo::GenerateCollisionSurface() */

void __thiscall CCoreDispInfo::GenerateCollisionSurface(CCoreDispInfo *this)

{
  int iVar1;
  int iVar2;
  int local_1c;
  int local_18;
  
  *(undefined4 *)(this + 0x1c0) = 0;
  iVar1 = 1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f);
  if (0 < iVar1) {
    local_18 = 0;
    local_1c = 0;
    do {
      iVar2 = local_18;
      do {
        while( true ) {
          if (iVar2 % 2 != 1) break;
          BuildTriTLtoBR(this,iVar2);
          iVar2 = iVar2 + 1;
          if (iVar1 + local_18 == iVar2) goto LAB_000be831;
        }
        BuildTriBLtoTR(this,iVar2);
        iVar2 = iVar2 + 1;
      } while (iVar1 + local_18 != iVar2);
LAB_000be831:
      local_1c = local_1c + 1;
      local_18 = local_18 + iVar1 + 1;
    } while (local_1c != iVar1);
  }
  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)