L L4D2node

CCoreDispInfo::InitTris

0x000c38f0 · 64 bytes · __thiscall

_ZN13CCoreDispInfo8InitTrisEv

Decompiled

undefined (1 param)

/* CCoreDispInfo::InitTris() */

void __thiscall CCoreDispInfo::InitTris(CCoreDispInfo *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0x1bc);
  if ((iVar3 != 0) &&
     (iVar1 = 1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f), iVar1 = iVar1 * iVar1 * 2, 0 < iVar1)
     ) {
    iVar2 = 0;
    while( true ) {
      *(undefined2 *)(iVar3 + 6 + iVar2 * 8) = 0;
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) break;
      iVar3 = *(int *)(this + 0x1bc);
    }
  }
  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)