L L4D2node

ComputeDisplacementStaticMeshVertexFormat

0x00139b50 · 22 bytes · __cdecl

_Z41ComputeDisplacementStaticMeshVertexFormatPK9IMaterialPK10CDispGroupPK11ddispinfo_t

Decompiled

undefined (3 params)

/* ComputeDisplacementStaticMeshVertexFormat(IMaterial const*, CDispGroup const*, ddispinfo_t
   const*) */

void ComputeDisplacementStaticMeshVertexFormat
               (IMaterial *param_1,CDispGroup *param_2,ddispinfo_t *param_3)

{
  (**(code **)(*(int *)param_1 + 0x50))(param_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)