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 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.