L L4D2node

CCoreDispInfo::GenerateLODTree

0x000bf910 · 96 bytes · __thiscall

_ZN13CCoreDispInfo15GenerateLODTreeEv

Decompiled

undefined (1 param)

/* CCoreDispInfo::GenerateLODTree() */

void __thiscall CCoreDispInfo::GenerateLODTree(CCoreDispInfo *this)

{
  int iVar1;
  
  iVar1 = (1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f)) + 1;
  *(int *)(*(int *)(this + 4) + 0x1c) = iVar1 * iVar1 + -1 >> 1;
  CalcVertIndicesAtNodes(this,0);
  iVar1 = *(int *)(this + 0xc);
  if (0 < iVar1) {
    do {
      CalcNodeInfo(this,0,iVar1);
      iVar1 = iVar1 + -1;
    } while (iVar1 != 0);
  }
  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)