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 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.