L L4D2node

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 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)