CVirtualTerrain::GetVirtualMesh
0x001256b0 · 79 bytes · __thiscall
_ZN15CVirtualTerrain14GetVirtualMeshEPvP17virtualmeshlist_t
Decompiled
undefined (3 params)
/* CVirtualTerrain::GetVirtualMesh(void*, virtualmeshlist_t*) */
void __thiscall
CVirtualTerrain::GetVirtualMesh(CVirtualTerrain *this,void *param_1,virtualmeshlist_t *param_2)
{
int iVar1;
CDispCollTree::GetVirtualMeshList
((CDispCollTree *)((int)param_1 * 0xf4 + g_pDispCollTrees),param_2);
*(undefined4 *)(param_2 + 0x14) = 0;
if ((*(int *)(this + 4) != 0) &&
(iVar1 = *(int *)(*(int *)(this + 8) + (int)param_1 * 4), -1 < iVar1)) {
*(int *)(param_2 + 0x14) = *(int *)(this + 4) + iVar1;
}
return;
}
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.