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 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.