L L4D2node

TE_Decal

0x00afddb0 · 292 bytes · __cdecl

_Z8TE_DecalR16IRecipientFilterfPK6VectorS3_iii

Decompiled

undefined (7 params)

/* TE_Decal(IRecipientFilter&, float, Vector const*, Vector const*, int, int, int) */

void TE_Decal(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,int param_5,
             int param_6,int param_7)

{
  float fVar1;
  
  if (((*(float *)param_3 == (float)g_TEDecal._12_4_) &&
      (*(float *)(param_3 + 4) == (float)g_TEDecal._16_4_)) &&
     (*(float *)(param_3 + 8) == (float)g_TEDecal._20_4_)) {
    fVar1 = *(float *)param_4;
  }
  else {
    g_TEDecal._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TEDecal._20_4_ = *(undefined4 *)(param_3 + 8);
    fVar1 = *(float *)param_4;
    g_TEDecal._12_4_ = *(float *)param_3;
  }
  if (((fVar1 != (float)g_TEDecal._24_4_) || (*(float *)(param_4 + 4) != (float)g_TEDecal._28_4_))
     || (*(float *)(param_4 + 8) != (float)g_TEDecal._32_4_)) {
    g_TEDecal._28_4_ = *(undefined4 *)(param_4 + 4);
    g_TEDecal._32_4_ = *(undefined4 *)(param_4 + 8);
    g_TEDecal._24_4_ = fVar1;
  }
  if (g_TEDecal._36_4_ != param_5) {
    g_TEDecal._36_4_ = param_5;
  }
  if (g_TEDecal._40_4_ != param_6) {
    g_TEDecal._40_4_ = param_6;
  }
  if (g_TEDecal._44_4_ != param_7) {
    g_TEDecal._44_4_ = param_7;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEDecal,param_1,param_2);
  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)