L L4D2node

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(&param_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 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)