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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.