CStaticPropMgr::AddDecalToStaticProp
0x001e47c0 · 7 bytes · __thiscall
_ZThn4_N14CStaticPropMgr20AddDecalToStaticPropERK6VectorS2_iibR10CGameTrace
Decompiled
undefined (7 params)
/* non-virtual thunk to CStaticPropMgr::AddDecalToStaticProp(Vector const&, Vector const&, int, int,
bool, CGameTrace&) */
void __thiscall
CStaticPropMgr::AddDecalToStaticProp
(CStaticPropMgr *this,Vector *param_1,Vector *param_2,int param_3,int param_4,bool param_5
,CGameTrace *param_6)
{
undefined3 in_stack_00000019;
AddDecalToStaticProp((Vector *)(this + -4),param_1,(int)param_2,param_3,param_4._0_1_,_param_5);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.