L L4D2node

GetNeighborEdgePower

0x000d0960 · 109 bytes · __cdecl

_Z20GetNeighborEdgePowerP16CDispUtilsHelperii

Decompiled

undefined (3 params)

/* GetNeighborEdgePower(CDispUtilsHelper*, int, int) */

int GetNeighborEdgePower(CDispUtilsHelper *param_1,int param_2,int param_3)

{
  short *psVar1;
  byte bVar2;
  byte bVar3;
  int iVar4;
  undefined4 *puVar5;
  
  iVar4 = (**(code **)(*(int *)param_1 + 4))(param_1,param_2);
  psVar1 = (short *)(iVar4 + param_3 * 6);
  if (*psVar1 == -1) {
    iVar4 = -1;
  }
  else {
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1,*psVar1);
    bVar2 = *(byte *)(psVar1 + 2);
    bVar3 = *(byte *)((int)psVar1 + 3);
    iVar4 = (**(code **)*puVar5)(puVar5);
    iVar4 = *(int *)(g_ShiftInfos + (uint)bVar3 * 0x24 + (uint)bVar2 * 0xc + 4) +
            *(int *)(iVar4 + 0x1c);
  }
  return iVar4;
}

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)