L L4D2node

COcclusionSystem::StitchClippedVertices

0x001cd420 · 326 bytes · __thiscall

_ZN16COcclusionSystem21StitchClippedVerticesEP6Vectori

Decompiled

undefined (3 params)

/* COcclusionSystem::StitchClippedVertices(Vector*, int) */

void __thiscall
COcclusionSystem::StitchClippedVertices(COcclusionSystem *this,Vector *param_1,int param_2)

{
  int iVar1;
  int iVar2;
  float *pfVar3;
  int iVar4;
  int local_20;
  
  if (0 < param_2) {
    local_20 = 0;
    do {
      if (ABS(*(float *)(param_1 + 8)) <= 0.001) {
        iVar1 = *(int *)(this + 0x2ac);
        iVar4 = (iVar1 * 3 + -3) * 4;
        iVar2 = iVar1;
        while (iVar2 = iVar2 + -1, -1 < iVar2) {
          pfVar3 = (float *)(*(int *)(this + 0x2a0) + iVar4);
          if (((ABS(*(float *)param_1 - *pfVar3) <= 0.001) &&
              (ABS(*(float *)(param_1 + 4) - pfVar3[1]) <= 0.001)) &&
             (ABS(*(float *)(param_1 + 8) - pfVar3[2]) <= 0.001)) {
            *(float *)param_1 = *pfVar3;
            *(float *)(param_1 + 4) = pfVar3[1];
            *(float *)(param_1 + 8) = pfVar3[2];
            goto LAB_001cd534;
          }
          iVar4 = iVar4 + -0xc;
        }
        CUtlVector<Vector,CUtlMemory<Vector,int>>::InsertBefore
                  ((CUtlVector<Vector,CUtlMemory<Vector,int>> *)(this + 0x2a0),iVar1,param_1);
      }
LAB_001cd534:
      local_20 = local_20 + 1;
      param_1 = param_1 + 0xc;
    } while (local_20 != param_2);
  }
  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)