L L4D2node

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 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)