L L4D2node

CCoreDispInfo::GetTriangleIndicesForDispBBox

0x000c33e0 · 96 bytes · __thiscall

_ZN13CCoreDispInfo29GetTriangleIndicesForDispBBoxEiPA3_i

Decompiled

undefined (3 params)

/* CCoreDispInfo::GetTriangleIndicesForDispBBox(int, int (*) [3]) */

void __thiscall
CCoreDispInfo::GetTriangleIndicesForDispBBox(CCoreDispInfo *this,int param_1,int *param_2)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = *(undefined4 *)(this + 0xc);
  *param_2 = param_1;
  iVar2 = (1 << ((byte)uVar1 & 0x1f)) + 1 + param_1;
  param_2[1] = iVar2;
  if (param_1 % 2 != 1) {
    param_2[3] = param_1;
    param_2[2] = iVar2 + 1;
    param_2[4] = iVar2 + 1;
    param_2[5] = param_1 + 1;
    return;
  }
  param_2[4] = iVar2;
  param_2[2] = param_1 + 1;
  param_2[3] = param_1 + 1;
  param_2[5] = iVar2 + 1;
  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)