L L4D2node

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 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)