SetupSpan
0x000d0a80 · 186 bytes · __cdecl
_Z9SetupSpanii12NeighborSpanR10CVertIndexS1_
Decompiled
undefined (5 params)
/* SetupSpan(int, int, NeighborSpan, CVertIndex&, CVertIndex&) */
void SetupSpan(int param_1,int param_2,int param_3,undefined4 *param_4,undefined4 *param_5)
{
CPowerInfo *this;
undefined4 *puVar1;
bool bVar2;
bVar2 = (&g_EdgeDims)[param_2] == 0;
this = (CPowerInfo *)GetPowerInfo(param_1);
puVar1 = (undefined4 *)CPowerInfo::GetCornerPointIndex(this,param_2);
*param_4 = *puVar1;
puVar1 = (undefined4 *)CPowerInfo::GetCornerPointIndex(this,param_2 + 1U & 3);
*param_5 = *puVar1;
if (param_2 - 2U < 2) {
if (param_3 == 1) {
*(short *)((int)param_4 + (uint)bVar2 * 2) = (short)*(undefined4 *)(this + 0x2c);
}
else if (param_3 == 2) goto LAB_000d0b1c;
}
else {
if (param_3 == 1) {
LAB_000d0b1c:
*(short *)((int)param_5 + (uint)bVar2 * 2) = (short)*(undefined4 *)(this + 0x2c);
return;
}
if (param_3 == 2) {
*(short *)((int)param_4 + (uint)bVar2 * 2) = (short)*(undefined4 *)(this + 0x2c);
return;
}
}
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.