L L4D2node

Overlay_DispUVToWorld

0x001d1e10 · 319 bytes · __cdecl

_Z21Overlay_DispUVToWorldP9CDispInfoP11CMeshReaderRK8Vector2DR6VectorS7_R18moverlayfragment_t

Decompiled

undefined (6 params)

/* Overlay_DispUVToWorld(CDispInfo*, CMeshReader*, Vector2D const&, Vector&, Vector&,
   moverlayfragment_t&) */

void Overlay_DispUVToWorld
               (CDispInfo *param_1,CMeshReader *param_2,Vector2D *param_3,Vector *param_4,
               Vector *param_5,moverlayfragment_t *param_6)

{
  int iVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  Vector local_28 [24];
  
  iVar3 = (**(code **)(*(int *)param_1 + 0x48))(param_1);
  iVar1 = *(int *)(param_1 + 0x170);
  iVar2 = *(int *)(param_6 + 0x10);
  iVar3 = (1 << ((byte)*(undefined4 *)(iVar3 + 0x1c) & 0x1f)) + 1;
  PointInQuadFromBarycentric
            ((Vector *)(iVar2 + (iVar1 % 4) * 0x34),(Vector *)(((iVar1 + 3) % 4) * 0x34 + iVar2),
             (Vector *)(((iVar1 + 2) % 4) * 0x34 + iVar2),
             (Vector *)(((iVar1 + 1) % 4) * 0x34 + iVar2),param_3,local_28);
  fVar5 = *(float *)param_3 * ((float)iVar3 - 1.000001);
  fVar4 = ((float)iVar3 - 1.000001) * *(float *)(param_3 + 4);
  if (((int)fVar4 * iVar3 + (int)fVar5) % 2 != 1) {
    Overlay_TriBLToTR(param_1,param_2,param_4,param_5,fVar5,fVar4,iVar3,local_28);
    return;
  }
  Overlay_TriTLToBR(param_1,param_2,param_4,param_5,fVar5,fVar4,iVar3,local_28);
  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)