L L4D2node

CDecalVertCache::StoreVertsInCache

0x001dab40 · 291 bytes · __thiscall

_ZN15CDecalVertCache17StoreVertsInCacheEP7decal_tP10CDecalVert

Decompiled

undefined (3 params)

/* CDecalVertCache::StoreVertsInCache(decal_t*, CDecalVert*) */

void __thiscall
CDecalVertCache::StoreVertsInCache(CDecalVertCache *this,decal_t *param_1,CDecalVert *param_2)

{
  CDecalVertCache *pCVar1;
  int iVar2;
  int iVar3;
  CDecalVert *pCVar4;
  CDecalVert *pCVar5;
  int local_18;
  CDecalVertCache *local_14;
  
  local_18 = (int)(*(ushort *)(param_1 + 0x4e) + 3) >> 2;
  FindFreeBlocks(this,local_18);
  if (local_18 <= *(int *)(this + 0x20000)) {
    iVar2 = AllocBlocks(this,local_18);
    *(short *)(param_1 + 0x50) = (short)iVar2;
    local_14 = this + iVar2 * 0x80;
    pCVar5 = param_2 + 0x10;
    if (local_18 != 0) {
      do {
        pCVar1 = local_14;
        iVar2 = 4;
        pCVar4 = param_2;
        do {
          iVar3 = (int)pCVar4 - (int)param_2;
          *(undefined4 *)local_14 = *(undefined4 *)pCVar4;
          *(undefined4 *)(local_14 + 4) = *(undefined4 *)(pCVar4 + 4);
          *(undefined4 *)(local_14 + 8) = *(undefined4 *)(pCVar4 + 8);
          *(undefined4 *)(local_14 + 0x10) = *(undefined4 *)(pCVar5 + iVar3);
          *(undefined4 *)(local_14 + 0x14) = *(undefined4 *)(pCVar5 + iVar3 + 4);
          *(undefined4 *)(local_14 + 0x18) = *(undefined4 *)(param_2 + iVar3 + 0x18);
          *(undefined4 *)(local_14 + 0x1c) = *(undefined4 *)(param_2 + iVar3 + 0x1c);
          iVar2 = iVar2 + -1;
          local_14 = local_14 + 0x20;
          pCVar4 = pCVar4 + 0x20;
        } while (iVar2 != 0);
        local_14 = (CDecalVertCache *)0x0;
        param_2 = param_2 + 0x80;
        local_18 = local_18 + -1;
        *(uint *)(pCVar1 + 0xc) = (uint)*(ushort *)(param_1 + 0x52);
        *(undefined4 *)(pCVar1 + 0x6c) = r_framecount;
        if (*(int *)(pCVar1 + 0x2c) != 0xffff) {
          local_14 = this + *(int *)(pCVar1 + 0x2c) * 0x80;
        }
        pCVar5 = pCVar5 + 0x80;
      } while (local_18 != 0);
      return;
    }
  }
  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.



        

        

          

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