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 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.