L L4D2node

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 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)