L L4D2node

CDispInfo::CullDecals

0x00132a30 · 101 bytes · __thiscall

_ZN9CDispInfo10CullDecalsEiPP10CDispDecaliS2_Ri

Decompiled

undefined (6 params)

/* CDispInfo::CullDecals(int, CDispDecal**, int, CDispDecal**, int&) */

void __thiscall
CDispInfo::CullDecals
          (CDispInfo *this,int param_1,CDispDecal **param_2,int param_3,CDispDecal **param_4,
          int *param_5)

{
  CDispDecal **ppCVar1;
  
  *param_5 = 0;
  if (0 < param_3) {
    ppCVar1 = param_2 + param_3;
    do {
      if ((*(uint *)(*param_2 + ((uint)param_1 >> 5) * 4) & 1 << ((byte)param_1 & 0x1f)) != 0) {
        param_4[*param_5] = *param_2;
        *param_5 = *param_5 + 1;
      }
      param_2 = param_2 + 1;
    } while (param_2 != ppCVar1);
  }
  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)