L L4D2node

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 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)