L L4D2node

CCoreDispInfo::CreateTris

0x000c3940 · 129 bytes · __thiscall

_ZN13CCoreDispInfo10CreateTrisEv

Decompiled

undefined (1 param)

/* CCoreDispInfo::CreateTris() */

void __thiscall CCoreDispInfo::CreateTris(CCoreDispInfo *this)

{
  undefined2 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = *(int *)(this + 0x1bc);
  if ((iVar5 != 0) &&
     (iVar3 = 1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f), iVar3 = iVar3 * iVar3, 0 < iVar3 * 2)
     ) {
    iVar4 = 0;
    iVar2 = 0;
    while( true ) {
      *(undefined2 *)(iVar5 + iVar2) = *(undefined2 *)(*(int *)(this + 0x1c4) + iVar4);
      *(undefined2 *)(*(int *)(this + 0x1bc) + 2 + iVar2) =
           *(undefined2 *)(*(int *)(this + 0x1c4) + 2 + iVar4);
      puVar1 = (undefined2 *)(*(int *)(this + 0x1c4) + 4 + iVar4);
      iVar4 = iVar4 + 6;
      *(undefined2 *)(*(int *)(this + 0x1bc) + 4 + iVar2) = *puVar1;
      iVar2 = iVar2 + 8;
      if (iVar4 == iVar3 * 0xc) break;
      iVar5 = *(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)