CDispCollTree::GetVirtualMeshList
0x000cd130 · 153 bytes · __thiscall
_ZN13CDispCollTree18GetVirtualMeshListEP17virtualmeshlist_t
Decompiled
undefined (2 params)
/* CDispCollTree::GetVirtualMeshList(virtualmeshlist_t*) */
void __thiscall CDispCollTree::GetVirtualMeshList(CDispCollTree *this,virtualmeshlist_t *param_1)
{
ushort *puVar1;
undefined4 uVar2;
virtualmeshlist_t *pvVar3;
virtualmeshlist_t *pvVar4;
int iVar5;
int iVar6;
iVar5 = (1 << ((byte)*(undefined4 *)(this + 0x28) & 0x1f)) <<
((byte)*(undefined4 *)(this + 0x28) & 0x1f);
*(int *)(param_1 + 8) = iVar5 * 2;
*(int *)(param_1 + 4) = iVar5 * 6;
*(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(this + 0x78);
uVar2 = *(undefined4 *)(this + 0x70);
*(undefined4 *)(param_1 + 0x14) = 0;
*(undefined4 *)param_1 = uVar2;
*(int *)(param_1 + 0x10) = (int)*(short *)(this + 0x6c);
if (0 < iVar5 * 2) {
iVar6 = 0;
pvVar3 = param_1 + 0x18;
do {
pvVar4 = pvVar3 + 6;
*(ushort *)pvVar3 = *(ushort *)(*(int *)(this + 0x80) + iVar6) & 0x1ff;
*(ushort *)(pvVar3 + 2) = *(ushort *)(*(int *)(this + 0x80) + 2 + iVar6) & 0x1ff;
puVar1 = (ushort *)(*(int *)(this + 0x80) + 4 + iVar6);
iVar6 = iVar6 + 0x18;
*(ushort *)(pvVar3 + 4) = *puVar1 & 0x1ff;
pvVar3 = pvVar4;
} while (pvVar4 != param_1 + 0x18 + iVar5 * 0xc);
}
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.