L L4D2node

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 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)