CDispInfo::SetupDecalNodeIntersect
0x00134b00 · 192 bytes · __thiscall
_ZN9CDispInfo23SetupDecalNodeIntersectERK10CVertIndexiP14CDispDecalBasePK12ShadowInfo_t
Decompiled
undefined (5 params)
/* CDispInfo::SetupDecalNodeIntersect(CVertIndex const&, int, CDispDecalBase*, ShadowInfo_t const*)
*/
void __thiscall
CDispInfo::SetupDecalNodeIntersect
(CDispInfo *this,CVertIndex *param_1,int param_2,CDispDecalBase *param_3,
ShadowInfo_t *param_4)
{
CDispDecalBase CVar1;
char cVar2;
int iVar3;
if (param_3 != (CDispDecalBase *)0x0) {
*(undefined4 *)param_3 = 0;
*(undefined4 *)(param_3 + 4) = 0;
*(undefined4 *)(param_3 + 8) = 0;
}
if (SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)::cache ==
'\0') {
iVar3 = __cxa_guard_acquire(&SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)
::cache);
if (iVar3 != 0) {
SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)::cache.
_4624_4_ = 0;
__cxa_guard_release(&SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)
::cache);
}
}
SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)::cache._4624_4_
= SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)::cache.
_4624_4_ + 1;
cVar2 = SetupDecalNodeIntersect_R
(this,param_1,param_2,param_3,param_4,0,
(CDecalNodeSetupCache *)
SetupDecalNodeIntersect(CVertIndex_const&,int,CDispDecalBase*,ShadowInfo_t_const*)
::cache);
CVar1 = param_3[0xc];
param_3[0xc] = (CDispDecalBase)((byte)CVar1 | 1);
if (cVar2 == '\0') {
param_3[0xc] = (CDispDecalBase)((byte)CVar1 | 5);
return;
}
param_3[0xc] = (CDispDecalBase)((byte)CVar1 & 0xfb | 1);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.