L L4D2node

R_RemoveAllDecalsFromAllModels

0x00186d90 · 76 bytes · unknown

_Z30R_RemoveAllDecalsFromAllModelsv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* R_RemoveAllDecalsFromAllModels() */

void R_RemoveAllDecalsFromAllModels(void)

{
  ushort uVar1;
  
  for (uVar1 = DAT_003a5858; uVar1 != 0xffff;
      uVar1 = *(ushort *)((uint)uVar1 * 0x108 + _DAT_003a584c + 0x106)) {
    (**(code **)(s_ModelRender + 0x24))(&s_ModelRender,(uint)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)