L L4D2node

CDecalVertCache::FreeCachedVerts

0x001da6c0 · 110 bytes · __thiscall

_ZN15CDecalVertCache15FreeCachedVertsEP7decal_t

Decompiled

undefined (2 params)

/* CDecalVertCache::FreeCachedVerts(decal_t*) */

void __thiscall CDecalVertCache::FreeCachedVerts(CDecalVertCache *this,decal_t *param_1)

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  
  uVar2 = (uint)*(ushort *)(param_1 + 0x50);
  while (uVar2 != 0xffff) {
    iVar3 = uVar2 * 0x80;
    *(undefined4 *)(this + iVar3 + 0x4c) = 1;
    uVar1 = *(uint *)(this + iVar3 + 0x2c);
    *(undefined4 *)(this + iVar3 + 0x2c) = *(undefined4 *)(this + 0x20004);
    *(undefined4 *)(this + iVar3 + 0xc) = 0xffffffff;
    *(int *)(this + 0x20000) = *(int *)(this + 0x20000) + 1;
    *(uint *)(this + 0x20004) = uVar2;
    uVar2 = uVar1;
  }
  *(undefined2 *)(param_1 + 0x50) = 0xffff;
  *(undefined2 *)(param_1 + 0x4e) = 0;
  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.



        

        

          

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