CDispInfo::InitializeActiveVerts
0x00133da0 · 298 bytes · __thiscall
_ZN9CDispInfo21InitializeActiveVertsEv
Decompiled
undefined (1 param)
/* CDispInfo::InitializeActiveVerts() */
void __thiscall CDispInfo::InitializeActiveVerts(CDispInfo *this)
{
CDispInfo *pCVar1;
int iVar2;
int iVar3;
CDispInfo *pCVar4;
short local_14 [2];
pCVar4 = this + 0x118;
if (pCVar4 != (CDispInfo *)0x0) {
pCVar1 = pCVar4;
for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar1 = 0;
pCVar1 = pCVar1 + 4;
}
}
*(uint *)(this + 0x118) = *(uint *)(this + 0x118) | 1;
iVar2 = *(int *)(*(int *)(this + 0x1dc) + 0x24) + -1;
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) =
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
iVar2 = *(int *)(*(int *)(this + 0x1dc) + 0x24) + -1;
iVar2 = *(int *)(*(int *)(this + 0x1dc) + 0x24) * iVar2 + iVar2;
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) =
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
iVar2 = (*(int *)(*(int *)(this + 0x1dc) + 0x24) + -1) * *(int *)(*(int *)(this + 0x1dc) + 0x24);
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) =
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
iVar2 = *(int *)(this + 0x1dc);
iVar2 = (int)*(short *)(iVar2 + 0x20) + (int)*(short *)(iVar2 + 0x22) * *(int *)(iVar2 + 0x24);
iVar3 = 0;
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) =
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
pCVar1 = this + 0x1e0;
do {
if (((*(short *)pCVar1 != -1) && (pCVar1[3] != (CDispInfo)0x0)) ||
((*(short *)(pCVar1 + 6) != -1 && (pCVar1[9] != (CDispInfo)0x0)))) {
iVar2 = *(int *)(this + 0x1dc);
local_14[*(short *)(&g_EdgeDims + iVar3)] =
(short)*(undefined4 *)(iVar2 + 0x28) * (&g_EdgeSideLenMul)[iVar3 * 2];
local_14[(&g_EdgeDims)[iVar3] == 0] = (short)*(undefined4 *)(iVar2 + 0x2c);
iVar2 = (int)local_14[1] * *(int *)(iVar2 + 0x24) + (int)local_14[0];
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) =
*(uint *)(pCVar4 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
}
iVar3 = iVar3 + 1;
pCVar1 = pCVar1 + 0xc;
} while (iVar3 != 4);
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.