L L4D2node

TransformIntoNeighbor

0x000d0ea0 · 168 bytes · __cdecl

_Z21TransformIntoNeighborP16CDispUtilsHelperiRK10CVertIndexRS1_

Decompiled

undefined (4 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_2 == -1) {
    iVar1 = (*(code *)**(undefined4 **)param_1)(param_1);
    if (*(short *)param_3 == 0) {
      param_2 = 0;
    }
    else {
      iVar1 = 1 << ((byte)*(undefined4 *)(iVar1 + 0x1c) & 0x1f);
      if (iVar1 == *(short *)(param_3 + 2)) {
        param_2 = 1;
      }
      else if (iVar1 == *(short *)param_3) {
        param_2 = 2;
      }
      else if (*(short *)(param_3 + 2) == 0) {
        param_2 = 3;
      }
    }
  }
  iVar1 = GetSubNeighborIndex(param_1,param_2,param_3);
  if (iVar1 == -1) {
    uVar2 = 0;
  }
  else {
    uVar2 = TransformIntoSubNeighbor(param_1,param_2,iVar1,param_3,param_4);
  }
  return uVar2;
}

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)