L L4D2node

CCoreDispInfo::GetTriPos

0x000c3820 · 198 bytes · __thiscall

_ZN13CCoreDispInfo9GetTriPosEiR6VectorS1_S1_

Decompiled

undefined (5 params)

/* CCoreDispInfo::GetTriPos(int, Vector&, Vector&, Vector&) */

void __thiscall
CCoreDispInfo::GetTriPos
          (CCoreDispInfo *this,int param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  ushort *puVar1;
  int iVar2;
  
  if (((*(int *)(this + 0x1bc) != 0) && (-1 < param_1)) &&
     (iVar2 = 1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f), param_1 < iVar2 * iVar2 * 2)) {
    puVar1 = (ushort *)(*(int *)(this + 0x1bc) + param_1 * 8);
    iVar2 = (uint)*puVar1 * 0x90 + *(int *)(this + 0x1b8);
    *(undefined4 *)param_2 = *(undefined4 *)(iVar2 + 0x28);
    *(undefined4 *)(param_2 + 4) = *(undefined4 *)(iVar2 + 0x2c);
    *(undefined4 *)(param_2 + 8) = *(undefined4 *)(iVar2 + 0x30);
    iVar2 = (uint)puVar1[1] * 0x90 + *(int *)(this + 0x1b8);
    *(undefined4 *)param_3 = *(undefined4 *)(iVar2 + 0x28);
    *(undefined4 *)(param_3 + 4) = *(undefined4 *)(iVar2 + 0x2c);
    *(undefined4 *)(param_3 + 8) = *(undefined4 *)(iVar2 + 0x30);
    iVar2 = (uint)puVar1[2] * 0x90 + *(int *)(this + 0x1b8);
    *(undefined4 *)param_4 = *(undefined4 *)(iVar2 + 0x28);
    *(undefined4 *)(param_4 + 4) = *(undefined4 *)(iVar2 + 0x2c);
    *(undefined4 *)(param_4 + 8) = *(undefined4 *)(iVar2 + 0x30);
    return;
  }
  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)