L L4D2node

InitPowerInfoTriInfos_R

0x000d3770 · 324 bytes · __regparm3

_ZL23InitPowerInfoTriInfos_RP10CPowerInfoRK10CVertIndexRP8CTriInfoii

Decompiled

undefined (5 params)

/* InitPowerInfoTriInfos_R(CPowerInfo*, CVertIndex const&, CTriInfo*&, int, int) */

void __regparm3
InitPowerInfoTriInfos_R
          (CPowerInfo *param_1,CVertIndex *param_2,CTriInfo **param_3,int param_4,int param_5)

{
  bool bVar1;
  int iVar2;
  short sVar3;
  int iVar4;
  short sVar5;
  int iVar6;
  undefined2 local_34;
  short local_28;
  short local_24;
  short local_22;
  
  local_22 = *(short *)(param_2 + 2);
  iVar4 = (1 << ((byte)param_4 & 0x1f)) + 1;
  sVar3 = *(short *)param_2;
  iVar6 = (int)sVar3 + local_22 * iVar4;
  if (param_5 + 1 < param_4) {
    iVar4 = 0;
    do {
      iVar2 = iVar4 * 4;
      iVar4 = iVar4 + 1;
      InitPowerInfoTriInfos_R
                (param_1,(CVertIndex *)(*(int *)(param_1 + 8) + iVar6 * 0x10 + iVar2),param_3,
                 param_4,param_5 + 1);
    } while (iVar4 != 4);
  }
  else if (0 < DAT_0033c118) {
    bVar1 = false;
    iVar2 = 0;
    while( true ) {
      sVar5 = (short)(1 << (((byte)param_4 - (char)param_5) - 1 & 0x1f));
      local_22 = sVar5 * *(short *)((int)(g_TWinding + iVar2 * 6) + 2) + local_22;
      sVar3 = sVar3 + sVar5 * *(short *)(g_TWinding + iVar2 * 6);
      local_28 = (short)iVar4;
      if (bVar1) {
        sVar3 = local_22 * local_28 + sVar3;
        local_34 = (undefined2)iVar6;
        *(short *)*param_3 = local_24;
        *(short *)(*param_3 + 2) = sVar3;
        *(undefined2 *)(*param_3 + 4) = local_34;
        *param_3 = *param_3 + 6;
        local_24 = sVar3;
      }
      else {
        local_24 = sVar3 + local_22 * local_28;
      }
      iVar2 = iVar2 + 1;
      if (DAT_0033c118 <= iVar2) break;
      bVar1 = true;
      local_22 = *(short *)(param_2 + 2);
      sVar3 = *(short *)param_2;
    }
  }
  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)