L L4D2node

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 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)