L L4D2node

SetupDispBoxes

0x000d32f0 · 155 bytes · __cdecl

_Z14SetupDispBoxesPP13CCoreDispInfoiR10CUtlVectorI8CDispBox10CUtlMemoryIS3_iEE

Decompiled

undefined (3 params)

/* SetupDispBoxes(CCoreDispInfo**, int, CUtlVector<CDispBox, CUtlMemory<CDispBox, int> >&) */

void SetupDispBoxes(CCoreDispInfo **param_1,int param_2,CUtlVector *param_3)

{
  int iVar1;
  CCoreDispInfo **ppCVar2;
  int iVar3;
  
  *(undefined4 *)(param_3 + 0xc) = 0;
  if (param_2 != 0) {
    CUtlVector<CDispBox,CUtlMemory<CDispBox,int>>::GrowVector
              ((CUtlVector<CDispBox,CUtlMemory<CDispBox,int>> *)param_3,param_2);
    if (*(int *)(param_3 + 0xc) - param_2 < 1) {
      if (0 < param_2) {
LAB_000d333d:
        iVar3 = 0;
        do {
          iVar1 = iVar3 * 0x18;
          ppCVar2 = param_1 + iVar3;
          iVar3 = iVar3 + 1;
          GetDispBox(*ppCVar2,(CDispBox *)(*(int *)param_3 + iVar1));
        } while (iVar3 != param_2);
        return;
      }
    }
    else if (0 < param_2) {
      _V_memmove((void *)((int)*(void **)param_3 + param_2 * 0x18),*(void **)param_3,
                 (*(int *)(param_3 + 0xc) - param_2) * 0x18);
      goto LAB_000d333d;
    }
  }
  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)