CDispInfo::RemoveShadowDecal
0x001381c0 · 122 bytes · __thiscall
_ZN9CDispInfo17RemoveShadowDecalEt
Decompiled
undefined (2 params)
/* CDispInfo::RemoveShadowDecal(unsigned short) */
void __thiscall CDispInfo::RemoveShadowDecal(CDispInfo *this,ushort param_1)
{
undefined2 uVar1;
ClearShadowDecalFragments(this,param_1);
if (*(ushort *)(this + 0x260) == param_1) {
*(undefined2 *)(this + 0x260) =
*(undefined2 *)((uint)param_1 * 0x1c + s_DispShadowDecals + 0x1a);
}
CUtlLinkedList<CDispShadowDecal,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CDispShadowDecal,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<CDispShadowDecal,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CDispShadowDecal,unsigned_short>,unsigned_short>>
*)&s_DispShadowDecals,param_1);
uVar1 = DAT_0039ecbc;
DAT_0039ecbc = param_1;
*(undefined2 *)((uint)param_1 * 0x1c + s_DispShadowDecals + 0x1a) = 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.