L L4D2node

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 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)