L L4D2node

CModelRender::RemoveAllDecals

0x00189200 · 93 bytes · __thiscall

_ZN12CModelRender15RemoveAllDecalsEt

Decompiled

undefined (2 params)

/* CModelRender::RemoveAllDecals(unsigned short) */

void __thiscall CModelRender::RemoveAllDecals(CModelRender *this,ushort param_1)

{
  char cVar1;
  int iVar2;
  
  if (param_1 != 0xffff) {
    iVar2 = *(int *)(this + 0xc);
    cVar1 = IsModelInstanceValid(this,param_1);
    if (cVar1 != '\0') {
      iVar2 = iVar2 + (uint)param_1 * 0x108;
      (**(code **)(*g_pStudioRender + 0x7c))(g_pStudioRender,*(undefined4 *)(iVar2 + 8));
      *(undefined4 *)(iVar2 + 8) = 0;
      return;
    }
  }
  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)