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 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.