L L4D2node

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 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)