L L4D2node

CDispInfo::AddNodeTrisToDecal

0x00137700 · 143 bytes · __thiscall

_ZN9CDispInfo18AddNodeTrisToDecalEP16CDispShadowDecaltPti

Decompiled

undefined (5 params)

/* CDispInfo::AddNodeTrisToDecal(CDispShadowDecal*, unsigned short, unsigned short*, int) */

void __thiscall
CDispInfo::AddNodeTrisToDecal
          (CDispInfo *this,CDispShadowDecal *param_1,ushort param_2,ushort *param_3,int param_4)

{
  short sVar1;
  short sVar2;
  short *psVar3;
  int iVar4;
  ushort *local_24;
  
  local_24 = param_3;
  if (0 < param_4) {
    do {
      psVar3 = (short *)((uint)*local_24 * 0x1c + *(int *)(this + 0x24c));
      sVar1 = *psVar3;
      if ((char)psVar3[1] != '\0') {
        iVar4 = 0;
        do {
          sVar2 = (short)iVar4;
          iVar4 = iVar4 + 3;
          TestAddDecalTri((int)this,sVar2 + sVar1,(CDispShadowDecal *)(uint)param_2);
        } while (iVar4 < (int)(uint)*(byte *)(psVar3 + 1));
      }
      local_24 = local_24 + 1;
    } while (local_24 != param_3 + param_4);
  }
  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)