L L4D2node

CDispInfo::ClearAllShadowDecalFragments

0x00138170 · 80 bytes · __thiscall

_ZN9CDispInfo28ClearAllShadowDecalFragmentsEv

Decompiled

undefined (1 param)

/* CDispInfo::ClearAllShadowDecalFragments() */

void __thiscall CDispInfo::ClearAllShadowDecalFragments(CDispInfo *this)

{
  ushort uVar1;
  
  for (uVar1 = *(ushort *)(this + 0x260); uVar1 != 0xffff;
      uVar1 = *(ushort *)((uint)uVar1 * 0x1c + s_DispShadowDecals + 0x1a)) {
    ClearShadowDecalFragments(this,uVar1);
  }
  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)