L L4D2node

AddNeighbor

0x000d1720 · 276 bytes · __cdecl

_Z11AddNeighborP13CCoreDispInfoii12NeighborSpanS0_iS1_

Decompiled

undefined (7 params)

/* AddNeighbor(CCoreDispInfo*, int, int, NeighborSpan, CCoreDispInfo*, int, NeighborSpan) */

void AddNeighbor(int *param_1,int param_2,int param_3,int param_4,int *param_5,int param_6,
                int param_7)

{
  short *psVar1;
  short sVar2;
  int iVar3;
  short *psVar4;
  undefined1 local_24;
  
  local_24 = (undefined1)param_4;
  if ((&g_bEdgeNeighborFlip)[param_2] != '\0') {
    local_24 = (undefined1)*(undefined4 *)(g_SpanFlip + param_4 * 4);
  }
  if ((&g_bEdgeNeighborFlip)[param_6] != '\0') {
    param_7 = *(int *)(g_SpanFlip + param_7 * 4);
  }
  iVar3 = (**(code **)(*param_1 + 4))(param_1,param_2);
  psVar1 = (short *)(iVar3 + param_3 * 6);
  if (param_7 == 2) {
    iVar3 = (**(code **)(*param_5 + 4))(param_5,param_6);
    psVar4 = (short *)(iVar3 + 6);
    sVar2 = *psVar1;
  }
  else {
    psVar4 = (short *)(**(code **)(*param_5 + 4))();
    sVar2 = *psVar1;
  }
  if ((sVar2 == -1) && (*psVar4 == -1)) {
    iVar3 = param_5[0x81];
    *(char *)(psVar1 + 2) = (char)param_7;
    *psVar1 = (short)iVar3;
    *(char *)(psVar1 + 1) =
         (char)*(undefined4 *)(g_CoreDispNeighborOrientationMap + (param_6 + param_2 * 4) * 4);
    *(undefined1 *)((int)psVar1 + 3) = local_24;
    iVar3 = param_1[0x81];
    *(char *)((int)psVar4 + 3) = (char)param_7;
    *psVar4 = (short)iVar3;
    *(char *)(psVar4 + 1) =
         (char)*(undefined4 *)(g_CoreDispNeighborOrientationMap + (param_2 + param_6 * 4) * 4);
    *(undefined1 *)(psVar4 + 2) = local_24;
  }
  else if (AddNeighbor(CCoreDispInfo*,int,int,NeighborSpan,CCoreDispInfo*,int,NeighborSpan)::
           __executeCount < 1) {
    AddNeighbor(CCoreDispInfo*,int,int,NeighborSpan,CCoreDispInfo*,int,NeighborSpan)::__executeCount
         = AddNeighbor(CCoreDispInfo*,int,int,NeighborSpan,CCoreDispInfo*,int,NeighborSpan)::
           __executeCount + 1;
    Warning();
    return;
  }
  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)