L L4D2node

Shader_DecalDrawPoly

0x001dad10 · 5 bytes · __cdecl

_Z20Shader_DecalDrawPolyP10CDecalVertP9IMaterialP11msurface2_tiP7decal_tf

Decompiled

undefined (6 params)

/* Shader_DecalDrawPoly(CDecalVert*, IMaterial*, msurface2_t*, int, decal_t*, float) */

void Shader_DecalDrawPoly
               (CDecalVert *param_1,IMaterial *param_2,msurface2_t *param_3,int param_4,
               decal_t *param_5,float param_6)

{
  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)