CDecalEmitterSystem::ImpactDecalForGameMaterial
0x004465d0 · 333 bytes · __thiscall
_ZN19CDecalEmitterSystem26ImpactDecalForGameMaterialEi
Decompiled
undefined (2 params)
/* CDecalEmitterSystem::ImpactDecalForGameMaterial(int) */
undefined4 __thiscall
CDecalEmitterSystem::ImpactDecalForGameMaterial(CDecalEmitterSystem *this,int param_1)
{
int iVar1;
char cVar2;
int iVar3;
int iVar4;
undefined1 local_26;
undefined1 local_25;
undefined1 *local_24 [5];
local_25 = 0;
local_26 = (undefined1)param_1;
local_24[0] = &local_26;
iVar4 = *(int *)(this + 0x90);
if (iVar4 != -1) {
iVar3 = *(int *)(this + 0x84);
do {
while( true ) {
iVar1 = iVar4 * 0x18;
cVar2 = (**(code **)(this + 0x80))(local_24,iVar3 + 0x10 + iVar1);
if (cVar2 != '\0') break;
cVar2 = (**(code **)(this + 0x80))(*(int *)(this + 0x84) + iVar1 + 0x10,local_24);
if (cVar2 == '\0') {
return *(undefined4 *)
(*(int *)(this + 0x28) + *(int *)(*(int *)(this + 0x84) + 0x14 + iVar1) * 0x28 +
0x10);
}
if ((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel == '\0') &&
(iVar4 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel), iVar4 != 0)) {
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel = 0xffffffff;
DAT_00f14aec = 0xffffffff;
DAT_00f14af0 = 0xffffffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel);
}
iVar3 = *(int *)(this + 0x84);
iVar4 = *(int *)(iVar3 + 4 + iVar1);
if (iVar4 == -1) {
return 0;
}
}
if ((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel), iVar3 != 0)) {
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel = 0xffffffff;
DAT_00f14aec = 0xffffffff;
DAT_00f14af0 = 0xffffffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Links(int)::s_Sentinel);
}
iVar3 = *(int *)(this + 0x84);
iVar4 = *(int *)(iVar3 + iVar4 * 0x18);
} while (iVar4 != -1);
}
return 0;
}
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.