L L4D2node

IsVertAllowed

0x000d2110 · 348 bytes · __cdecl

_Z13IsVertAllowedP16CDispUtilsHelperRK10CVertIndexi

Decompiled

undefined (3 params)

/* IsVertAllowed(CDispUtilsHelper*, CVertIndex const&, int) */

undefined4 IsVertAllowed(CDispUtilsHelper *param_1,CVertIndex *param_2,int param_3)

{
  undefined2 *puVar1;
  byte bVar2;
  byte bVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined4 *puVar7;
  uint uVar8;
  uint uVar9;
  short local_20;
  short local_1e;
  
  iVar4 = (*(code *)**(undefined4 **)param_1)(param_1);
  iVar4 = IsCorner(param_2,*(int *)(iVar4 + 0x24));
  if (iVar4 == 0) {
    iVar5 = (*(code *)**(undefined4 **)param_1)(param_1);
    iVar4 = 0;
    if (*(short *)param_2 != 0) {
      iVar4 = 1 << ((byte)*(undefined4 *)(iVar5 + 0x1c) & 0x1f);
      if (iVar4 == *(short *)(param_2 + 2)) {
        iVar4 = 1;
      }
      else if (iVar4 == *(short *)param_2) {
        iVar4 = 2;
      }
      else {
        if (*(short *)(param_2 + 2) != 0) {
          return 1;
        }
        iVar4 = 3;
      }
    }
    iVar5 = GetSubNeighborIndex(param_1,iVar4,param_2);
    if (iVar5 != -1) {
      iVar6 = (**(code **)(*(int *)param_1 + 4))(param_1,iVar4);
      puVar1 = (undefined2 *)(iVar6 + iVar5 * 6);
      puVar7 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1,*puVar1);
      bVar2 = *(byte *)(puVar1 + 2);
      bVar3 = *(byte *)((int)puVar1 + 3);
      iVar6 = (**(code **)*puVar7)(puVar7);
      if (param_3 < *(int *)(iVar6 + 0x1c) +
                    *(int *)(g_ShiftInfos + (uint)bVar3 * 0x24 + (uint)bVar2 * 0xc + 4)) {
        TransformIntoSubNeighbor(param_1,iVar4,iVar5,param_2,(CVertIndex *)&local_20);
        iVar4 = (**(code **)*puVar7)(puVar7);
        uVar9 = *(int *)(iVar4 + 0x24) * (int)local_1e + (int)local_20;
        uVar8 = 1 << ((byte)uVar9 & 0x1f);
        return CONCAT31((int3)(uVar8 >> 8),(puVar7[(uVar9 >> 5) + 0x77] & uVar8) != 0);
      }
      return 0;
    }
  }
  return 1;
}

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)