L L4D2node

CHLTVClientState::ProcessBSPDecal

0x00169a10 · 48 bytes · __thiscall

_ZN16CHLTVClientState15ProcessBSPDecalEP12SVC_BSPDecal

Decompiled

undefined (2 params)

/* CHLTVClientState::ProcessBSPDecal(SVC_BSPDecal*) */

void __thiscall CHLTVClientState::ProcessBSPDecal(CHLTVClientState *this,SVC_BSPDecal *param_1)

{
  CHLTVServer::SendNetMsg(*(INetMessage **)(this + 0x49ec),SUB41(param_1,0),false);
  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)