L L4D2node

CCoreDispInfo::GetNodeVertIndexFromParentIndex

0x000bf7a0 · 109 bytes · __thiscall

_ZN13CCoreDispInfo31GetNodeVertIndexFromParentIndexEiii

Decompiled

undefined (4 params)

/* CCoreDispInfo::GetNodeVertIndexFromParentIndex(int, int, int) */

int __thiscall
CCoreDispInfo::GetNodeVertIndexFromParentIndex
          (CCoreDispInfo *this,int param_1,int param_2,int param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 1 << ((byte)*(undefined4 *)(this + 0xc) + ~(byte)param_1 & 0x1f);
  iVar3 = (1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f)) + 1;
  iVar1 = param_2 / iVar3;
  iVar2 = param_2 % iVar3;
  if (param_3 == 5) {
    iVar2 = iVar2 + iVar4;
    iVar1 = iVar1 - iVar4;
  }
  else if (param_3 < 6) {
    iVar2 = iVar2 - iVar4;
    iVar1 = iVar1 - iVar4;
    if (param_3 != 4) {
      return -99999;
    }
  }
  else if (param_3 == 6) {
    iVar2 = iVar2 - iVar4;
    iVar1 = iVar1 + iVar4;
  }
  else {
    iVar2 = iVar2 + iVar4;
    iVar1 = iVar1 + iVar4;
    if (param_3 != 7) {
      return -99999;
    }
  }
  return iVar1 * iVar3 + iVar2;
}

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)