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 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.