L L4D2node

DispInfo_LinkToParentFaces

0x00139d10 · 109 bytes · __cdecl

_Z26DispInfo_LinkToParentFacesP7model_tPK11ddispinfo_ti

Decompiled

undefined (3 params)

/* DispInfo_LinkToParentFaces(model_t*, ddispinfo_t const*, int) */

void DispInfo_LinkToParentFaces(model_t *param_1,ddispinfo_t *param_2,int param_3)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  if (0 < param_3) {
    do {
      iVar3 = iVar2 + 1;
      piVar1 = (int *)DispInfo_IndexArray(*(void **)(*(int *)(param_1 + 0x134) + 0x6c),iVar2);
      iVar2 = (uint)*(ushort *)(param_2 + 0x24) * 0x20 + *(int *)(DAT_003a172c + 0x78);
      *(int **)(iVar2 + 0x18) = piVar1;
      (**(code **)(*piVar1 + 0x14))(piVar1,iVar2);
      param_2 = param_2 + 0xb0;
      iVar2 = iVar3;
    } while (iVar3 != param_3);
  }
  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)