L L4D2node

CBasePlayer::AllowImmediateDecalPainting

0x007aff30 · 40 bytes · __thiscall

_ZN11CBasePlayer27AllowImmediateDecalPaintingEv

Decompiled

undefined (1 param)

/* CBasePlayer::AllowImmediateDecalPainting() */

void __thiscall CBasePlayer::AllowImmediateDecalPainting(CBasePlayer *this)

{
  int iVar1;
  
  iVar1 = gpGlobals;
  *(undefined4 *)(this + 0x1f64) = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x1f68) = *(undefined4 *)(iVar1 + 0xc);
  return;
}

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)