CDispSubEdgeIterator::Next
0x000d1120 · 55 bytes · __thiscall
_ZN20CDispSubEdgeIterator4NextEv
Decompiled
undefined (1 param)
/* CDispSubEdgeIterator::Next() */
bool __thiscall CDispSubEdgeIterator::Next(CDispSubEdgeIterator *this)
{
*(short *)(this + 4) = *(short *)(this + 4) + *(short *)(this + 8);
*(short *)(this + 6) = *(short *)(this + 6) + *(short *)(this + 10);
*(short *)(this + 0xc) = *(short *)(this + 0xc) + *(short *)(this + 0x10);
*(short *)(this + 0xe) = *(short *)(this + 0xe) + *(short *)(this + 0x12);
return (int)*(short *)(this + *(short *)(this + 0x18) * 2 + 4) < *(int *)(this + 0x14);
}
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.