CWingedEdgeList::AddEdge
0x001ce140 · 250 bytes · __thiscall
_ZN15CWingedEdgeList7AddEdgeERK6VectorS2_ii
Decompiled
undefined (5 params)
/* CWingedEdgeList::AddEdge(Vector const&, Vector const&, int, int) */
int __thiscall
CWingedEdgeList::AddEdge
(CWingedEdgeList *this,Vector *param_1,Vector *param_2,int param_3,int param_4)
{
float fVar1;
undefined4 uVar2;
undefined4 *puVar3;
int iVar4;
float fVar5;
fVar5 = *(float *)(param_2 + 4);
fVar1 = *(float *)(param_1 + 4);
if (fVar5 - fVar1 == 0.0) {
iVar4 = -1;
}
else {
iVar4 = *(int *)(this + 0x88);
CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>::
GrowVector((CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>
*)(this + 0x7c),1);
CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>::
ShiftElementsRight((CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>
*)(this + 0x7c),iVar4,1);
fVar5 = 1.0 / (fVar5 - fVar1);
puVar3 = (undefined4 *)(iVar4 * 0x30 + *(int *)(this + 0x7c));
*(short *)(puVar3 + 9) = (short)param_3;
*(short *)((int)puVar3 + 0x26) = (short)param_4;
puVar3[7] = fVar5;
*puVar3 = *(undefined4 *)param_1;
puVar3[1] = *(undefined4 *)(param_1 + 4);
puVar3[2] = *(undefined4 *)(param_1 + 8);
puVar3[3] = *(undefined4 *)param_2;
puVar3[4] = *(undefined4 *)(param_2 + 4);
uVar2 = *(undefined4 *)(param_2 + 8);
puVar3[10] = 0;
puVar3[0xb] = 0;
puVar3[5] = uVar2;
puVar3[6] = (*(float *)param_2 - *(float *)param_1) * fVar5;
}
return iVar4;
}
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.