L L4D2node

r_printdecalinfo_f

0x001da5e0 · 118 bytes · unknown

_ZL18r_printdecalinfo_fv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* r_printdecalinfo_f() */

void r_printdecalinfo_f(void)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (g_nMaxDecals < 1) {
    iVar3 = 0;
    iVar4 = 0;
    iVar2 = 0;
  }
  else {
    iVar4 = 0;
    iVar2 = 0;
    piVar1 = s_aDecalPool;
LAB_001da60a:
    do {
      if (*piVar1 != 0) {
        if ((*(byte *)(*piVar1 + 0x54) & 1) == 0) {
          piVar1 = piVar1 + 1;
          iVar4 = iVar4 + 1;
          if (piVar1 == s_aDecalPool + g_nMaxDecals) break;
          goto LAB_001da60a;
        }
        iVar2 = iVar2 + 1;
      }
      piVar1 = piVar1 + 1;
    } while (piVar1 != s_aDecalPool + g_nMaxDecals);
    iVar3 = iVar2 + iVar4;
  }
  Msg("%d decals: %d permanent, %d dynamic\nr_decals: %d\n",iVar3,iVar2,iVar4,
      *(undefined4 *)(r_decals._28_4_ + 0x30));
  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)