L L4D2node

CModelRender::GetModelDecalHandles

0x001856e0 · 76 bytes · __thiscall

_ZN12CModelRender20GetModelDecalHandlesEPP21StudioDecalHandle_t__iiPKt

Decompiled

undefined (5 params)

/* CModelRender::GetModelDecalHandles(StudioDecalHandle_t__**, int, int, unsigned short const*) */

void __thiscall
CModelRender::GetModelDecalHandles
          (CModelRender *this,StudioDecalHandle_t__ **param_1,int param_2,int param_3,
          ushort *param_4)

{
  ushort *puVar1;
  StudioDecalHandle_t__ *pSVar2;
  
  puVar1 = param_4 + param_3;
  if (0 < param_3) {
    do {
      pSVar2 = (StudioDecalHandle_t__ *)0x0;
      if (*param_4 != 0xffff) {
        pSVar2 = *(StudioDecalHandle_t__ **)((uint)*param_4 * 0x108 + *(int *)(this + 0xc) + 8);
      }
      param_4 = param_4 + 1;
      *param_1 = pSVar2;
      param_1 = (StudioDecalHandle_t__ **)((int)param_1 + param_2);
    } while (param_4 != puVar1);
  }
  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)