HasEdgeNeighbor
0x000d1b00 · 122 bytes · __cdecl
_Z15HasEdgeNeighborPK13CCoreDispInfoi
Decompiled
undefined (2 params)
/* HasEdgeNeighbor(CCoreDispInfo const*, int) */
undefined4 HasEdgeNeighbor(CCoreDispInfo *param_1,int param_2)
{
int iVar1;
CCoreDispInfo *pCVar2;
CCoreDispInfo *pCVar3;
int local_14;
local_14 = 0;
pCVar3 = param_1 + 0x130;
pCVar2 = param_1 + 0x160;
while( true ) {
if ((byte)pCVar2[8] != 0) {
if ((uint)*(ushort *)pCVar2 == param_2) {
return 1;
}
iVar1 = 0;
while (iVar1 = iVar1 + 1, iVar1 < (int)(uint)(byte)pCVar2[8]) {
if ((uint)*(ushort *)(pCVar2 + iVar1 * 2) == param_2) {
return 1;
}
}
}
if (((uint)*(ushort *)pCVar3 == param_2) || ((uint)*(ushort *)(pCVar3 + 6) == param_2)) break;
local_14 = local_14 + 1;
pCVar3 = pCVar3 + 0xc;
pCVar2 = pCVar2 + 10;
if (local_14 == 4) {
return 0;
}
}
return 1;
}
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.