L L4D2node

CDispLeafBuilder::BuildLeafListForDisplacement

0x00125b60 · 610 bytes · __thiscall

_ZN16CDispLeafBuilder28BuildLeafListForDisplacementEi

Decompiled

undefined (2 params)

/* CDispLeafBuilder::BuildLeafListForDisplacement(int) */

void __thiscall CDispLeafBuilder::BuildLeafListForDisplacement(CDispLeafBuilder *this,int param_1)

{
  undefined4 *puVar1;
  ushort *puVar2;
  float fVar3;
  cplane_t cVar4;
  cplane_t *pcVar5;
  uint uVar6;
  short *psVar7;
  int iVar8;
  int iVar9;
  int iVar10;
  ushort local_104c;
  int local_1040;
  float local_1034 [4];
  undefined4 local_1024;
  undefined4 local_1020;
  int local_101c [1027];
  
  iVar8 = param_1 * 0xf4 + g_pDispCollTrees;
  if ((iVar8 == 0) || (*(int *)(iVar8 + 0x28) == 0)) {
    return;
  }
  *(undefined4 *)(*(int *)(this + 0x18) + param_1 * 4) = *(undefined4 *)(this + 0x10);
  *(undefined2 *)(*(int *)(this + 0x2c) + param_1 * 2) = 0;
  iVar10 = *(int *)this;
  if (*(int *)(iVar10 + 0xbc) < 1) {
    Error("Cannot load corrupted map.\n");
  }
  local_1040 = 0;
  iVar9 = 1;
  local_1034[0] = *(float *)(iVar8 + 4);
  local_1034[1] = (float)*(undefined4 *)(iVar8 + 8);
  iVar10 = *(int *)(*(int *)(iVar10 + 0xb8) + 0x24);
  local_1034[2] = (float)*(undefined4 *)(iVar8 + 0xc);
  local_1034[3] = (float)*(undefined4 *)(iVar8 + 0x14);
  local_101c[0] = iVar10;
  local_1024 = *(undefined4 *)(iVar8 + 0x18);
  local_1020 = *(undefined4 *)(iVar8 + 0x1c);
  do {
    local_1040 = (local_1040 + 1) % 0x400;
    if (iVar10 < 0) {
      local_104c = ~(ushort)iVar10;
      iVar8 = *(int *)(this + 0x10);
      CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::GrowVector
                ((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 4),1);
      CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::ShiftElementsRight
                ((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 4),iVar8,1);
      puVar2 = (ushort *)(*(int *)(this + 4) + iVar8 * 2);
      if (puVar2 != (ushort *)0x0) {
        *puVar2 = local_104c;
      }
      psVar7 = (short *)(param_1 * 2 + *(int *)(this + 0x2c));
      *psVar7 = *psVar7 + 1;
    }
    else {
      puVar1 = (undefined4 *)(**(int **)this + iVar10 * 0xc);
      pcVar5 = (cplane_t *)*puVar1;
      cVar4 = pcVar5[0x10];
      if ((byte)cVar4 < 3) {
        fVar3 = *(float *)(pcVar5 + 0xc);
        if (fVar3 < local_1034[(byte)cVar4] || fVar3 == local_1034[(byte)cVar4]) {
          uVar6 = 0;
LAB_00125c43:
          local_101c[iVar9] = puVar1[1];
          iVar9 = (iVar9 + 1) % 0x400;
          goto LAB_00125c62;
        }
        uVar6 = 2;
        if (fVar3 < local_1034[(byte)cVar4 + 3]) goto LAB_00125c43;
      }
      else {
        uVar6 = BoxOnPlaneSide(local_1034,local_1034 + 3,pcVar5);
        if ((uVar6 & 1) != 0) {
          uVar6 = uVar6 & 2;
          goto LAB_00125c43;
        }
        uVar6 = uVar6 & 2;
LAB_00125c62:
        if (uVar6 == 0) goto LAB_00125c66;
      }
      local_101c[iVar9] = puVar1[2];
      iVar9 = (iVar9 + 1) % 0x400;
    }
LAB_00125c66:
    if (iVar9 == local_1040) {
      return;
    }
    iVar10 = local_101c[local_1040];
  } while( true );
}

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)