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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.