L L4D2node

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 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)