L L4D2node

StaticPropColorMeshCallback

0x00188ea0 · 51 bytes · __cdecl

_ZL27StaticPropColorMeshCallbackRK18FileAsyncRequest_ti15FSAsyncStatus_t

Decompiled

undefined (3 params)

/* StaticPropColorMeshCallback(FileAsyncRequest_t const&, int, FSAsyncStatus_t) */

void StaticPropColorMeshCallback(int param_1,undefined4 param_2,undefined4 param_3)

{
  CModelRender::StaticPropColorMeshCallback
            ((CModelRender *)&s_ModelRender,*(undefined4 *)(param_1 + 0x14),
             *(undefined4 *)(param_1 + 4),param_2,param_3);
  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)