L L4D2node

GenerateLineLoopIndexBuffer

0x00bd7850 · 93 bytes · __cdecl

_Z27GenerateLineLoopIndexBufferPtii

Decompiled

undefined (3 params)

/* GenerateLineLoopIndexBuffer(unsigned short*, int, int) */

void GenerateLineLoopIndexBuffer(ushort *param_1,int param_2,int param_3)

{
  short sVar1;
  ushort uVar2;
  int iVar3;
  int iVar4;
  
  if (param_1 != (ushort *)0x0) {
    uVar2 = (ushort)param_3;
    param_1[1] = uVar2;
    iVar4 = param_2 / 2;
    *param_1 = (uVar2 - 1) + (short)iVar4;
    if (1 < iVar4) {
      iVar3 = 1;
      do {
        sVar1 = (short)iVar3;
        param_1[2] = (uVar2 - 1) + sVar1;
        iVar3 = iVar3 + 1;
        param_1[3] = uVar2 + sVar1;
        param_1 = param_1 + 2;
      } while (iVar3 != iVar4);
    }
  }
  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)