L L4D2node

CDispInfo::FindNodesInShadowFrustum

0x001375b0 · 321 bytes · __cdecl

_ZN9CDispInfo24FindNodesInShadowFrustumERK9Frustum_tPtPiii

Decompiled

undefined (5 params)

/* CDispInfo::FindNodesInShadowFrustum(Frustum_t const&, unsigned short*, int*, int, int) */

void CDispInfo::FindNodesInShadowFrustum
               (Frustum_t *param_1,ushort *param_2,int *param_3,int param_4,int param_5)

{
  byte bVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  byte *pbVar5;
  byte *pbVar6;
  uint uVar7;
  int iVar8;
  int local_d4;
  byte local_c6 [10];
  byte abStack_bc [172];
  
  uVar7 = 0;
  iVar8 = 0;
  local_c6[0] = 0;
  local_c6[1] = 0;
  bVar1 = 0;
  local_d4 = 0;
  while( true ) {
    iVar8 = iVar8 + 1;
    iVar4 = uVar7 * 0x1c + *(int *)(param_1 + 0x24c);
    if ((*(float *)(iVar4 + 4) != 3.4028235e+38) &&
       (cVar3 = Frustum_t::CullBox((Frustum_t *)param_2,(Vector *)(iVar4 + 4),
                                   (Vector *)(iVar4 + 0x10)), cVar3 == '\0')) {
      if ((int)(bVar1 + 1) < *(int *)(param_1 + 0x184)) {
        iVar4 = uVar7 + 1;
        iVar2 = *(int *)(*(int *)(param_1 + 0x1dc) + 0x38 + (uint)bVar1 * 4);
        pbVar5 = local_c6 + local_d4 * 2 + 2;
        do {
          *pbVar5 = (byte)iVar4;
          pbVar6 = pbVar5 + 2;
          iVar4 = iVar4 + iVar2;
          pbVar5[1] = bVar1 + 1;
          pbVar5 = pbVar6;
        } while (pbVar6 != abStack_bc + local_d4 * 2);
        local_d4 = local_d4 + 4;
      }
      else {
        *(short *)((int)param_3 + *(int *)param_4 * 2) = (short)uVar7;
        *(int *)param_4 = *(int *)param_4 + 1;
      }
    }
    if (local_d4 < iVar8) break;
    bVar1 = local_c6[iVar8 * 2 + 1];
    uVar7 = (uint)local_c6[iVar8 * 2];
  }
  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)