L L4D2node

CStaticPropMgr::AddShadowToStaticProp

0x001e47d0 · 5 bytes · __cdecl

_ZN14CStaticPropMgr21AddShadowToStaticPropEtP17IClientRenderable

Decompiled

undefined (2 params)

/* CStaticPropMgr::AddShadowToStaticProp(unsigned short, IClientRenderable*) */

void CStaticPropMgr::AddShadowToStaticProp(ushort param_1,IClientRenderable *param_2)

{
  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)