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 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.