CWingedEdgeList::AddSurface
0x001cb6d0 · 386 bytes · __thiscall
_ZN15CWingedEdgeList10AddSurfaceERK8cplane_t
Decompiled
undefined (2 params)
/* CWingedEdgeList::AddSurface(cplane_t const&) */
int __thiscall CWingedEdgeList::AddSurface(CWingedEdgeList *this,cplane_t *param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
void *pvVar4;
int iVar5;
int iVar6;
iVar1 = *(int *)(this + 0x9c);
iVar5 = *(int *)(this + 0x94);
iVar6 = iVar1 + 1;
if (iVar5 < iVar6) {
iVar3 = *(int *)(this + 0x98);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar5 == 0) {
if (iVar6 < 3) {
iVar3 = 2;
goto LAB_001cb797;
}
iVar5 = 2;
}
do {
iVar3 = iVar5 * 2;
if (iVar6 <= iVar3) break;
iVar3 = iVar5 * 4;
iVar5 = iVar3;
} while (iVar3 < iVar6);
}
else {
for (iVar3 = (iVar1 / iVar3 + 1) * iVar3; iVar3 < iVar6; iVar3 = (iVar3 + iVar6) / 2) {
}
}
LAB_001cb797:
*(int *)(this + 0x94) = iVar3;
if (*(void **)(this + 0x90) == (void *)0x0) {
pvVar4 = malloc(iVar3 * 0x14);
*(void **)(this + 0x90) = pvVar4;
}
else {
pvVar4 = realloc(*(void **)(this + 0x90),iVar3 * 0x14);
*(void **)(this + 0x90) = pvVar4;
iVar6 = *(int *)(this + 0x9c) + 1;
}
goto LAB_001cb6f8;
}
}
pvVar4 = *(void **)(this + 0x90);
LAB_001cb6f8:
*(int *)(this + 0x9c) = iVar6;
iVar6 = (iVar6 - iVar1) + -1;
*(void **)(this + 0xa0) = pvVar4;
if (0 < iVar6) {
_V_memmove((void *)((int)pvVar4 + iVar1 * 0x14 + 0x14),(void *)((int)pvVar4 + iVar1 * 0x14),
iVar6 * 0x14);
pvVar4 = *(void **)(this + 0x90);
}
puVar2 = (undefined4 *)((int)pvVar4 + iVar1 * 0x14);
*puVar2 = *(undefined4 *)param_1;
puVar2[1] = *(undefined4 *)(param_1 + 4);
puVar2[2] = *(undefined4 *)(param_1 + 8);
puVar2[3] = *(undefined4 *)(param_1 + 0xc);
*(cplane_t *)(puVar2 + 4) = param_1[0x10];
*(cplane_t *)((int)puVar2 + 0x11) = param_1[0x11];
*(undefined2 *)((int)puVar2 + 0x12) = *(undefined2 *)(param_1 + 0x12);
return iVar1;
}
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.