R_DecalVertsClip
0x00130080 · 129 bytes · __cdecl
_Z16R_DecalVertsClipP10CDecalVertP7decal_tP11msurface2_tP9IMaterial
Decompiled
undefined (4 params)
/* R_DecalVertsClip(CDecalVert*, decal_t*, msurface2_t*, IMaterial*) */
void R_DecalVertsClip(CDecalVert *param_1,decal_t *param_2,msurface2_t *param_3,IMaterial *param_4)
{
decal_t *pdVar1;
msurface2_t *pmVar2;
float local_48 [2];
Vector local_40 [48];
pmVar2 = param_3;
pdVar1 = param_2;
R_SetupDecalClip(¶m_1,param_2,*(Vector **)(param_3 + 4),param_4,local_40,local_48);
R_SetupDecalVertsForMSurface(pdVar1,pmVar2,local_40,(CDecalVert *)&g_DecalClipVerts);
R_DoDecalSHClip((CDecalVert *)&g_DecalClipVerts,param_1,pdVar1,*(uint *)pmVar2 >> 0x18,
*(Vector **)(pmVar2 + 4));
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.