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 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.