L L4D2node

CDispEdgeIterator::Next

0x000d11c0 · 82 bytes · __thiscall

_ZN17CDispEdgeIterator4NextEv

Decompiled

undefined (1 param)

/* CDispEdgeIterator::Next() */

void __thiscall CDispEdgeIterator::Next(CDispEdgeIterator *this)

{
  char cVar1;
  int iVar2;
  
  while( true ) {
    cVar1 = CDispSubEdgeIterator::Next((CDispSubEdgeIterator *)(this + 0xc));
    if ((cVar1 != '\0') || (*(int *)(this + 8) == 1)) break;
    iVar2 = *(int *)(this + 8) + 1;
    *(int *)(this + 8) = iVar2;
    CDispSubEdgeIterator::Start
              ((CDispSubEdgeIterator *)(this + 0xc),*(CDispUtilsHelper **)this,*(int *)(this + 4),
               iVar2,false);
  }
  return;
}

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)