L L4D2node

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 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)