L L4D2node

CCoreDispInfo::DispUVToSurf

0x000c30b0 · 247 bytes · __thiscall

_ZN13CCoreDispInfo12DispUVToSurfERK8Vector2DR6VectorPS3_Pf

Decompiled

undefined (5 params)

/* CCoreDispInfo::DispUVToSurf(Vector2D const&, Vector&, Vector*, float*) */

void __thiscall
CCoreDispInfo::DispUVToSurf
          (CCoreDispInfo *this,Vector2D *param_1,Vector *param_2,Vector *param_3,float *param_4)

{
  int iVar1;
  float fVar2;
  float fVar3;
  Vector local_18 [12];
  
  if ((((0.0 <= *(float *)param_1) && (*(float *)param_1 <= 1.0)) &&
      (0.0 <= *(float *)(param_1 + 4))) && (*(float *)(param_1 + 4) <= 1.0)) {
    PointInQuadFromBarycentric
              ((Vector *)(this + 0x18),(Vector *)(this + 0x3c),(Vector *)(this + 0x30),
               (Vector *)(this + 0x24),param_1,local_18);
    iVar1 = (1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f)) + 1;
    fVar2 = (float)iVar1 - 1.000001;
    fVar3 = *(float *)param_1 * fVar2;
    fVar2 = fVar2 * *(float *)(param_1 + 4);
    if (((int)fVar3 + (int)fVar2 * iVar1) % 2 == 1) {
      DispUVToSurf_TriTLToBR(this,param_2,param_3,param_4,fVar3,fVar2,local_18);
    }
    else {
      DispUVToSurf_TriBLToTR(this,param_2,param_3,param_4,fVar3,fVar2,local_18);
    }
  }
  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)