CCoreDispInfo::BaseFacePlaneToDispUV
0x000c1420 · 107 bytes · __thiscall
_ZN13CCoreDispInfo21BaseFacePlaneToDispUVERK6VectorR8Vector2D
Decompiled
undefined (3 params)
/* CCoreDispInfo::BaseFacePlaneToDispUV(Vector const&, Vector2D&) */
void __thiscall
CCoreDispInfo::BaseFacePlaneToDispUV(CCoreDispInfo *this,Vector *param_1,Vector2D *param_2)
{
Vector *pVVar1;
Vector *pVVar2;
Vector local_3c [12];
Vector local_30 [12];
Vector local_24 [12];
Vector local_18 [12];
Vector local_c [4];
pVVar1 = local_3c;
do {
pVVar2 = pVVar1 + 0xc;
*(undefined4 *)pVVar1 = *(undefined4 *)(this + 0x18);
*(undefined4 *)(pVVar1 + 4) = *(undefined4 *)(this + 0x1c);
*(undefined4 *)(pVVar1 + 8) = *(undefined4 *)(this + 0x20);
pVVar1 = pVVar2;
this = this + 0xc;
} while (pVVar2 != local_c);
PointInQuadToBarycentric(local_3c,local_18,local_24,local_30,param_1,param_2);
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.