L L4D2node

Draw_DecalMaterial

0x0012e4f0 · 66 bytes · __cdecl

_Z18Draw_DecalMateriali

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Draw_DecalMaterial(int) */

undefined4 Draw_DecalMaterial(int param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  if ((((-1 < param_1) && (param_1 < _DAT_0039c66c)) &&
      (iVar1 = *(int *)(g_DecalLookup + param_1 * 4), -1 < iVar1)) &&
     ((iVar1 < (int)(uint)(ushort)g_DecalDictionary._8_2_ &&
      (iVar1 = g_DecalDictionary._4_4_ + iVar1 * 0x14, iVar1 != -0xc)))) {
    uVar2 = *(undefined4 *)(iVar1 + 0xc);
  }
  return uVar2;
}

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)