L L4D2node

CCoreDispInfo::CalcTriSurfIndices

0x000bec20 · 258 bytes · __thiscall

_ZN13CCoreDispInfo18CalcTriSurfIndicesEiPA3_i

Decompiled

undefined (3 params)

/* CCoreDispInfo::CalcTriSurfIndices(int, int (*) [3]) */

void __thiscall CCoreDispInfo::CalcTriSurfIndices(CCoreDispInfo *this,int param_1,int *param_2)

{
  int iVar1;
  
  iVar1 = param_1 * 0x200;
  *param_2 = *(int *)(*(int *)(this + 4) + 0x30 + iVar1);
  param_2[1] = *(int *)(*(int *)(this + 4) + 0x20 + iVar1);
  param_2[2] = *(int *)(*(int *)(this + 4) + 0x2c + iVar1);
  param_2[3] = *(int *)(*(int *)(this + 4) + 0x2c + iVar1);
  param_2[4] = *(int *)(*(int *)(this + 4) + 0x20 + iVar1);
  param_2[5] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[6] = *(int *)(*(int *)(this + 4) + 0x2c + iVar1);
  param_2[7] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[8] = *(int *)(*(int *)(this + 4) + 0x34 + iVar1);
  param_2[9] = *(int *)(*(int *)(this + 4) + 0x34 + iVar1);
  param_2[10] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[0xb] = *(int *)(*(int *)(this + 4) + 0x28 + iVar1);
  param_2[0xc] = *(int *)(*(int *)(this + 4) + 0x20 + iVar1);
  param_2[0xd] = *(int *)(*(int *)(this + 4) + 0x38 + iVar1);
  param_2[0xe] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[0xf] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[0x10] = *(int *)(*(int *)(this + 4) + 0x38 + iVar1);
  param_2[0x11] = *(int *)(*(int *)(this + 4) + 0x24 + iVar1);
  param_2[0x12] = *(int *)(*(int *)(this + 4) + 0x1c + iVar1);
  param_2[0x13] = *(int *)(*(int *)(this + 4) + 0x24 + iVar1);
  param_2[0x14] = *(int *)(*(int *)(this + 4) + 0x28 + iVar1);
  param_2[0x15] = *(int *)(*(int *)(this + 4) + 0x28 + iVar1);
  param_2[0x16] = *(int *)(*(int *)(this + 4) + 0x24 + iVar1);
  param_2[0x17] = *(int *)(*(int *)(this + 4) + 0x3c + 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.



        

        

          

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