L L4D2node

GetEdgeVertIndex

0x000d38d0 · 71 bytes · __regparm3

_ZL16GetEdgeVertIndexiiiR10CVertIndex

Decompiled

undefined (4 params)

/* GetEdgeVertIndex(int, int, int, CVertIndex&) */

void __regparm3 GetEdgeVertIndex(int param_1,int param_2,int param_3,CVertIndex *param_4)

{
  undefined2 uVar1;
  
  uVar1 = (undefined2)param_3;
  if (param_2 == 2) {
    *(undefined2 *)(param_4 + 2) = uVar1;
    *(short *)param_4 = (short)param_1 + -1;
    return;
  }
  if (param_2 != 1) {
    if (param_2 != 0) {
      *(undefined2 *)param_4 = uVar1;
      *(undefined2 *)(param_4 + 2) = 0;
      return;
    }
    *(undefined2 *)(param_4 + 2) = uVar1;
    *(undefined2 *)param_4 = 0;
    return;
  }
  *(undefined2 *)param_4 = uVar1;
  *(short *)(param_4 + 2) = (short)param_1 + -1;
  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)