L L4D2node

DoesPointHaveAnyNeighbors

0x000d0f60 · 188 bytes · __cdecl

_Z25DoesPointHaveAnyNeighborsP16CDispUtilsHelperRK10CVertIndex

Decompiled

undefined (2 params)

/* DoesPointHaveAnyNeighbors(CDispUtilsHelper*, CVertIndex const&) */

undefined4 DoesPointHaveAnyNeighbors(CDispUtilsHelper *param_1,CVertIndex *param_2)

{
  int iVar1;
  int iVar2;
  CVertIndex local_20 [16];
  
  iVar1 = TransformIntoNeighbor(param_1,-1,param_2,local_20);
  if (iVar1 == 0) {
    iVar1 = (*(code *)**(undefined4 **)param_1)(param_1);
    iVar1 = GetCornerIndexFromPoint(param_2,*(int *)(iVar1 + 0x1c));
    if ((iVar1 == -1) ||
       (((iVar2 = (**(code **)(*(int *)param_1 + 8))(param_1,iVar1), *(char *)(iVar2 + 8) == '\0' &&
         (iVar2 = TransformIntoNeighbor
                            (param_1,*(int *)(g_CornerEdges + iVar1 * 8),param_2,local_20),
         iVar2 == 0)) &&
        (iVar1 = TransformIntoNeighbor
                           (param_1,*(int *)(g_CornerEdges + iVar1 * 8 + 4),param_2,local_20),
        iVar1 == 0)))) {
      return 0;
    }
  }
  return 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)