L L4D2node

CTextureReference::InitRenderTarget

0x00281560 · 129 bytes · __thiscall

_ZN17CTextureReference16InitRenderTargetEii22RenderTargetSizeMode_t11ImageFormat27MaterialRenderTargetDepth_tbPc

Decompiled

undefined (8 params)

/* CTextureReference::InitRenderTarget(int, int, RenderTargetSizeMode_t, ImageFormat,
   MaterialRenderTargetDepth_t, bool, char*) */

void __thiscall
CTextureReference::InitRenderTarget
          (CTextureReference *this,undefined4 param_1,undefined4 param_2,undefined4 param_4,
          undefined4 param_5,int param_6,undefined1 param_7,undefined4 param_8)

{
  undefined4 uVar1;
  
  Shutdown(this,false);
  uVar1 = (**(code **)(*materials + 0x14c))
                    (materials,param_8,param_1,param_2,param_4,param_5,param_6,(param_6 == 3) + '\f'
                     ,param_7);
  *(undefined4 *)this = uVar1;
  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)