CDecalEmitterSystem::TranslateDecalForGameMaterial
0x00446730 · 89 bytes · __thiscall
_ZN19CDecalEmitterSystem29TranslateDecalForGameMaterialEPKch
Decompiled
undefined (3 params)
/* CDecalEmitterSystem::TranslateDecalForGameMaterial(char const*, unsigned char) */
char * __thiscall
CDecalEmitterSystem::TranslateDecalForGameMaterial
(CDecalEmitterSystem *this,char *param_1,uchar param_2)
{
int iVar1;
char *pcVar2;
pcVar2 = param_1;
if (param_2 != 'C') {
iVar1 = _V_stricmp(param_1,"Impact.Concrete");
if (iVar1 != 0) {
return param_1;
}
pcVar2 = "";
if ((param_2 != '-') &&
(pcVar2 = (char *)ImpactDecalForGameMaterial(this,(uint)param_2), pcVar2 == (char *)0x0)) {
return param_1;
}
}
return pcVar2;
}
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.