L L4D2node

TransformIntoSubNeighbor

0x000d0b50 · 297 bytes · __cdecl

_Z24TransformIntoSubNeighborP16CDispUtilsHelperiiRK10CVertIndexRS1_

Decompiled

undefined (5 params)

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

undefined4 *
TransformIntoSubNeighbor
          (CDispUtilsHelper *param_1,int param_2,int param_3,CVertIndex *param_4,CVertIndex *param_5
          )

{
  undefined2 *puVar1;
  undefined1 uVar2;
  short sVar3;
  short sVar4;
  short sVar5;
  int iVar6;
  undefined4 *puVar7;
  uint uVar8;
  uint uVar9;
  short local_2c [4];
  short local_24 [2];
  short local_20 [8];
  
  iVar6 = (**(code **)(*(int *)param_1 + 4))(param_1,param_2);
  puVar1 = (undefined2 *)(iVar6 + param_3 * 6);
  uVar2 = *(undefined1 *)((int)puVar1 + 3);
  iVar6 = (*(code *)**(undefined4 **)param_1)(param_1);
  SetupSpan(*(undefined4 *)(iVar6 + 0x1c),param_2,uVar2,local_2c,local_2c + 2);
  puVar7 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1,*puVar1);
  uVar2 = *(undefined1 *)(puVar1 + 2);
  uVar9 = param_2 + 2 + (uint)*(byte *)(puVar1 + 1) & 3;
  iVar6 = (**(code **)*puVar7)(puVar7);
  SetupSpan(*(undefined4 *)(iVar6 + 0x1c),uVar9,uVar2,local_2c + 6,local_2c + 4);
  uVar8 = (uint)((&g_EdgeDims)[param_2] == 0);
  sVar3 = *(short *)(param_4 + uVar8 * 2);
  sVar4 = local_2c[uVar8];
  sVar5 = local_2c[uVar8 + 2];
  iVar6 = (int)(short)(&g_EdgeDims)[uVar9];
  uVar8 = (uint)((&g_EdgeDims)[uVar9] == 0);
  *(short *)(param_5 + iVar6 * 2) = local_2c[iVar6 + 4];
  iVar6 = ((int)local_2c[uVar8 + 6] - (int)local_2c[uVar8 + 4]) *
          ((((int)sVar3 - (int)sVar4) * 0x10000) / ((int)sVar5 - (int)sVar4));
  if (iVar6 < 0) {
    iVar6 = iVar6 + 0xffff;
  }
  *(short *)(param_5 + uVar8 * 2) = (short)((uint)iVar6 >> 0x10) + local_2c[uVar8 + 4];
  return puVar7;
}

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)