CDispCircumferenceIterator::Next
0x000d1240 · 174 bytes · __thiscall
_ZN26CDispCircumferenceIterator4NextEv
Decompiled
undefined (1 param)
/* CDispCircumferenceIterator::Next() */
bool __thiscall CDispCircumferenceIterator::Next(CDispCircumferenceIterator *this)
{
short sVar1;
switch(*(undefined4 *)(this + 4)) {
case 0:
sVar1 = *(short *)(this + 10);
*(short *)(this + 10) = sVar1 + 1;
if ((int)(short)(sVar1 + 1) == *(int *)this) {
*(undefined4 *)(this + 4) = 1;
return true;
}
break;
case 1:
sVar1 = *(short *)(this + 8);
*(short *)(this + 8) = sVar1 + 1;
if ((int)(short)(sVar1 + 1) == *(int *)this) {
*(undefined4 *)(this + 4) = 2;
return true;
}
break;
case 2:
sVar1 = *(short *)(this + 10);
*(short *)(this + 10) = sVar1 + -1;
if ((short)(sVar1 + -1) == 0) {
*(undefined4 *)(this + 4) = 3;
return true;
}
break;
case 3:
sVar1 = *(short *)(this + 8);
*(short *)(this + 8) = sVar1 + -1;
return (short)(sVar1 + -1) != 0;
case 0xffffffff:
*(undefined4 *)(this + 4) = 0;
*(undefined2 *)(this + 8) = 0;
*(undefined2 *)(this + 10) = 0;
return true;
}
return true;
}
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.