L L4D2node

CCoreDispInfo::CalcVertIndicesAtNodes

0x000bf820 · 219 bytes · __thiscall

_ZN13CCoreDispInfo22CalcVertIndicesAtNodesEi

Decompiled

undefined (2 params)

/* CCoreDispInfo::CalcVertIndicesAtNodes(int) */

void __thiscall CCoreDispInfo::CalcVertIndicesAtNodes(CCoreDispInfo *this,int param_1)

{
  int iVar1;
  CCoreDispInfo *this_00;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  int iVar6;
  int local_3c [3];
  CCoreDispInfo *local_30;
  int local_2c [4];
  int local_1c [3];
  
  local_3c[1] = 1;
  if (((param_1 != 0) && (local_3c[1] = 2, 4 < param_1)) && (local_3c[1] = 3, 0x14 < param_1)) {
    local_3c[1] = (uint)(param_1 < 0x55) * 5 + -1;
  }
  if (*(int *)(this + 0xc) != local_3c[1]) {
    local_3c[0] = param_1 * 4 + -3;
    local_3c[2] = param_1 << 9;
    iVar6 = (param_1 * 4 + 1) * 0x200;
    iVar3 = 4;
    do {
      iVar1 = *(int *)(this + 4);
      local_3c[iVar3] = local_3c[0] + iVar3;
      iVar4 = iVar3 + 1;
      local_30 = this;
      uVar2 = GetNodeVertIndexFromParentIndex
                        (this,local_3c[1],*(int *)(iVar1 + 0x1c + local_3c[2]),iVar3);
      this_00 = local_30;
      *(undefined4 *)(iVar1 + 0x1c + iVar6) = uVar2;
      iVar6 = iVar6 + 0x200;
      this = local_30;
      iVar3 = iVar4;
    } while (iVar4 != 8);
    piVar5 = local_2c;
    do {
      iVar3 = *piVar5;
      piVar5 = piVar5 + 1;
      CalcVertIndicesAtNodes(this_00,iVar3);
    } while (piVar5 != local_1c);
  }
  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)