L L4D2node

CStaticPropMgr::DrawStaticProps_Slow

0x001e6250 · 36 bytes · __cdecl

_ZN14CStaticPropMgr20DrawStaticProps_SlowEPP17IClientRenderablePK20RenderableInstance_tibb

Decompiled

undefined (5 params)

/* CStaticPropMgr::DrawStaticProps_Slow(IClientRenderable**, RenderableInstance_t const*, int, bool,
   bool) */

void CStaticPropMgr::DrawStaticProps_Slow
               (IClientRenderable **param_1,RenderableInstance_t *param_2,int param_3,bool param_4,
               bool param_5)

{
  int *piVar1;
  
  piVar1 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* WARNING: Could not recover jumptable at 0x001e6272. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)