L L4D2node

CBreakable::DamageDecal

0x006b2170 · 45 bytes · __thiscall

_ZN10CBreakable11DamageDecalEii

Decompiled

undefined (3 params)

/* CBreakable::DamageDecal(int, int) */

char * __thiscall CBreakable::DamageDecal(CBreakable *this,int param_1,int param_2)

{
  char *pcVar1;
  
  if (*(int *)(this + 0x44c) == 0) {
    return "GlassBreak";
  }
  if (*(int *)(this + 0x44c) != 7) {
    pcVar1 = (char *)CBaseEntity::DamageDecal((CBaseEntity *)this,param_1,param_2);
    return pcVar1;
  }
  return "BulletProof";
}

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)