R_SetupDecalClip
0x0012fff0 · 136 bytes · __cdecl
_Z16R_SetupDecalClipRP10CDecalVertP7decal_tR6VectorP9IMaterialPS4_Pf
Decompiled
undefined (6 params)
/* R_SetupDecalClip(CDecalVert*&, decal_t*, Vector&, IMaterial*, Vector*, float*) */
void R_SetupDecalClip(CDecalVert **param_1,decal_t *param_2,Vector *param_3,IMaterial *param_4,
Vector *param_5,float *param_6)
{
R_SetupDecalTextureSpaceBasis(param_2,param_3,param_4,param_5,param_6);
*(float *)(param_2 + 0x2c) =
*(float *)(param_5 + 4) * *(float *)(param_2 + 0x18) +
*(float *)param_5 * *(float *)(param_2 + 0x14) +
*(float *)(param_5 + 8) * *(float *)(param_2 + 0x1c);
*(float *)(param_2 + 0x30) =
*(float *)(param_2 + 0x18) * *(float *)(param_5 + 0x10) +
*(float *)(param_2 + 0x14) * *(float *)(param_5 + 0xc) +
*(float *)(param_2 + 0x1c) * *(float *)(param_5 + 0x14);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.