L L4D2node

DispInfo_CreateEmptyStaticBuffers

0x0013b2e0 · 354 bytes · __cdecl

_Z33DispInfo_CreateEmptyStaticBuffersP7model_tPK11ddispinfo_t

Decompiled

undefined (2 params)

/* DispInfo_CreateEmptyStaticBuffers(model_t*, ddispinfo_t const*) */

void DispInfo_CreateEmptyStaticBuffers(model_t *param_1,ddispinfo_t *param_2)

{
  CDispGroup *pCVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int local_38;
  int local_34;
  int local_30;
  int local_24;
  int local_20 [4];
  
  local_38 = 0;
  if (0 < DAT_0039eb58) {
LAB_0013b300:
    do {
      pCVar1 = *(CDispGroup **)(g_DispGroups + local_38 * 4);
      if (0 < *(int *)(pCVar1 + 0x28)) {
        iVar4 = 0;
        local_34 = 0;
        local_30 = 0;
        iVar5 = 0;
        do {
          while( true ) {
            CalcMaxNumVertsAndIndices
                      (*(int *)(param_2 +
                               *(int *)(*(int *)(pCVar1 + 0x1c) + iVar4 * 4) * 0xb0 + 0x14),
                       &local_24,local_20);
            iVar2 = local_24 + iVar5;
            if ((iVar2 < 0x2001) && (iVar3 = local_30 + local_20[0], iVar3 < 0x2001)) break;
            AddEmptyMesh(param_1,pCVar1,param_2,(int *)(*(int *)(pCVar1 + 0x1c) + local_34 * 4),
                         iVar4 - local_34,iVar5,local_30);
            local_30 = 0;
            iVar5 = 0;
            local_34 = iVar4;
            if (*(int *)(pCVar1 + 0x28) <= iVar4) goto LAB_0013b3e4;
          }
          if (iVar4 == *(int *)(pCVar1 + 0x28) + -1) {
            AddEmptyMesh(param_1,pCVar1,param_2,(int *)(*(int *)(pCVar1 + 0x1c) + local_34 * 4),
                         (iVar4 - local_34) + 1,iVar2,iVar3);
            local_38 = local_38 + 1;
            if (DAT_0039eb58 <= local_38) {
              return;
            }
            goto LAB_0013b300;
          }
          iVar4 = iVar4 + 1;
          iVar5 = iVar2;
          local_30 = iVar3;
        } while (iVar4 < *(int *)(pCVar1 + 0x28));
      }
LAB_0013b3e4:
      local_38 = local_38 + 1;
    } while (local_38 < DAT_0039eb58);
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)