L L4D2node

CCoreDispInfo::DispUVToSurf_TriTLToBR

0x000c21e0 · 169 bytes · __thiscall

_ZN13CCoreDispInfo22DispUVToSurf_TriTLToBRER6VectorPS0_PfffRKS0_

Decompiled

undefined (7 params)

/* CCoreDispInfo::DispUVToSurf_TriTLToBR(Vector&, Vector*, float*, float, float, Vector const&) */

void __thiscall
CCoreDispInfo::DispUVToSurf_TriTLToBR
          (CCoreDispInfo *this,Vector *param_1,Vector *param_2,float *param_3,float param_4,
          float param_5,Vector *param_6)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar1 = (int)param_4;
  iVar2 = (int)param_5;
  iVar5 = (1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f)) + 1;
  iVar3 = iVar1 + 1;
  if (iVar1 + 1 == iVar5) {
    iVar3 = iVar1;
  }
  iVar4 = iVar2 + 1;
  if (iVar2 + 1 == iVar5) {
    iVar4 = iVar2;
  }
  if (((param_5 + param_4) - (float)iVar2) - (float)iVar1 < 1.00001) {
    DispUVToSurf_TriTLToBR_2(this,param_6,iVar1,iVar3,iVar2,iVar4,param_1,param_2,param_3,false);
    return;
  }
  DispUVToSurf_TriTLToBR_1(this,param_6,iVar1,iVar3,iVar2,iVar4,param_1,param_2,param_3,false);
  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)