L L4D2node

CDecalEmitterSystem::LevelInitPreEntity

0x00446460 · 123 bytes · __thiscall

_ZN19CDecalEmitterSystem18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CDecalEmitterSystem::LevelInitPreEntity() */

void __thiscall CDecalEmitterSystem::LevelInitPreEntity(CDecalEmitterSystem *this)

{
  undefined2 *puVar1;
  int iVar2;
  code *pcVar3;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  undefined2 local_1e [7];
  
  iVar2 = *(int *)(this + 0x1c);
  iVar5 = 0;
  if (0 < iVar2) {
    do {
      iVar6 = iVar5 + 1;
      puVar1 = (undefined2 *)(*(int *)(this + 0x10) + iVar5 * 0xc);
      pcVar3 = *(code **)(*engine + 0x1c);
      local_1e[0] = *puVar1;
      uVar4 = CUtlSymbolTable::String((CUtlSymbolTable *)(this + 0x48),local_1e);
      uVar4 = (*pcVar3)(engine,uVar4,0);
      *(undefined4 *)(puVar1 + 2) = uVar4;
      iVar5 = iVar6;
    } while (iVar6 != iVar2);
  }
  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)