CCoreDispInfo::CalcNodeInfo
0x000bf6d0 · 186 bytes · __thiscall
_ZN13CCoreDispInfo12CalcNodeInfoEii
Decompiled
undefined (3 params)
/* CCoreDispInfo::CalcNodeInfo(int, int) */
void __thiscall CCoreDispInfo::CalcNodeInfo(CCoreDispInfo *this,int param_1,int param_2)
{
int iVar1;
int iVar2;
iVar1 = 1;
if (((param_1 != 0) && (iVar1 = 2, 4 < param_1)) && (iVar1 = 3, 0x14 < param_1)) {
iVar1 = (uint)(param_1 < 0x55) * 5 + -1;
}
iVar2 = 4;
if (param_2 != iVar1) {
do {
iVar1 = param_1 * 4 + -3 + iVar2;
iVar2 = iVar2 + 1;
CalcNodeInfo(this,iVar1,param_2);
} while (iVar2 != 8);
return;
}
CalcNeighborVertIndicesAtNode(this,param_1,param_2);
CalcErrorTermAtNode(this,param_1,param_2);
CalcBoundingBoxAtNode(this,param_1);
CalcTriSurfInfoAtNode(this,param_1);
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.