L L4D2node

GetSubNeighborIndex

0x000d09e0 · 146 bytes · __cdecl

_Z19GetSubNeighborIndexP16CDispUtilsHelperiRK10CVertIndex

Decompiled

undefined (3 params)

/* GetSubNeighborIndex(CDispUtilsHelper*, int, CVertIndex const&) */

int GetSubNeighborIndex(CDispUtilsHelper *param_1,int param_2,CVertIndex *param_3)

{
  int iVar1;
  short *psVar2;
  
  iVar1 = (*(code *)**(undefined4 **)param_1)(param_1);
  psVar2 = (short *)(**(code **)(*(int *)param_1 + 4))(param_1,param_2);
  if (*(int *)(iVar1 + 0x2c) == (int)*(short *)(param_3 + (uint)((&g_EdgeDims)[param_2] == 0) * 2))
  {
    if (*(char *)((int)psVar2 + 3) != '\0') {
      return -1;
    }
  }
  else if (*(int *)(iVar1 + 0x2c) <
           (int)*(short *)(param_3 + (uint)((&g_EdgeDims)[param_2] == 0) * 2)) {
    if (psVar2[3] != -1) {
      return 1;
    }
    if (*psVar2 == -1) {
      return -1;
    }
    return -(uint)(*(char *)((int)psVar2 + 3) != '\0');
  }
  return -(uint)(*psVar2 == -1);
}

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)