L L4D2node

CBaseEntity::DamageDecal

0x0040e0d0 · 80 bytes · __thiscall

_ZN11CBaseEntity11DamageDecalEii

Decompiled

undefined (3 params)

/* CBaseEntity::DamageDecal(int, int) */

char * __thiscall CBaseEntity::DamageDecal(CBaseEntity *this,int param_1,int param_2)

{
  char *pcVar1;
  
  if (this[0x121] == (CBaseEntity)0x4) {
    return "";
  }
  if ((this[0x121] == (CBaseEntity)0x0) || (pcVar1 = "BulletProof", param_2 != 0x47)) {
    if (param_1 == 4) {
      return "ManhackCut";
    }
    pcVar1 = "";
    if (param_1 != 0x80) {
      pcVar1 = "Impact.Concrete";
    }
  }
  return pcVar1;
}

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)