L L4D2node

CStaticPropMgr::AddShadowToStaticProp

0x001e47e0 · 7 bytes · __thiscall

_ZThn4_N14CStaticPropMgr21AddShadowToStaticPropEtP17IClientRenderable

Decompiled

undefined (3 params)

/* non-virtual thunk to CStaticPropMgr::AddShadowToStaticProp(unsigned short, IClientRenderable*) */

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

{
  undefined2 in_stack_0000000a;
  
  this._0_2_ = (short)this - 4;
  AddShadowToStaticProp((ushort)this,_param_1);
  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)