L L4D2node

CDecalVertCache::GetCachedVerts

0x001da740 · 179 bytes · __thiscall

_ZN15CDecalVertCache14GetCachedVertsEP7decal_t

Decompiled

undefined (2 params)

/* CDecalVertCache::GetCachedVerts(decal_t*) */

CDecalVertCache * __thiscall CDecalVertCache::GetCachedVerts(CDecalVertCache *this,decal_t *param_1)

{
  ushort uVar1;
  CDecalVertCache *pCVar2;
  undefined4 *puVar3;
  int iVar4;
  CDecalVertCache *pCVar5;
  uint uVar6;
  undefined4 *puVar7;
  
  iVar4 = r_framecount;
  uVar1 = *(ushort *)(param_1 + 0x50);
  if (*(int *)(this + 0x2000c) != r_framecount) {
    *(undefined4 *)(this + 0x20008) = 0;
    *(int *)(this + 0x2000c) = iVar4;
  }
  if (uVar1 == 0xffff) {
    pCVar5 = (CDecalVertCache *)0x0;
  }
  else {
    pCVar5 = this + (uint)uVar1 * 0x80;
    pCVar2 = pCVar5;
    while( true ) {
      *(int *)(pCVar5 + 0x6c) = iVar4;
      if (*(int *)(pCVar2 + 0x2c) == 0xffff) break;
      pCVar2 = this + *(int *)(pCVar2 + 0x2c) * 0x80;
    }
    uVar6 = (int)(*(ushort *)(param_1 + 0x4e) + 3) >> 2;
    *(uint *)(this + 0x20008) = *(int *)(this + 0x20008) + uVar6;
    if (1 < uVar6) {
      puVar3 = &g_DecalClipVerts;
      do {
        pCVar2 = pCVar5;
        puVar7 = puVar3;
        for (iVar4 = 0x20; iVar4 != 0; iVar4 = iVar4 + -1) {
          *puVar7 = *(undefined4 *)pCVar2;
          pCVar2 = pCVar2 + 4;
          puVar7 = puVar7 + 1;
        }
        uVar6 = uVar6 - 1;
        pCVar2 = pCVar5 + 0x2c;
        pCVar5 = (CDecalVertCache *)0x0;
        if (*(int *)pCVar2 != 0xffff) {
          pCVar5 = this + *(int *)pCVar2 * 0x80;
        }
        puVar3 = puVar3 + 0x20;
      } while (uVar6 != 0);
      pCVar5 = (CDecalVertCache *)&g_DecalClipVerts;
    }
  }
  return pCVar5;
}

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)