L L4D2node

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 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)