L L4D2node

TE_WorldDecal

0x00b07ef0 · 133 bytes · __cdecl

_Z13TE_WorldDecalR16IRecipientFilterfPK6Vectori

Decompiled

undefined (4 params)

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

void TE_WorldDecal(IRecipientFilter *param_1,float param_2,Vector *param_3,int param_4)

{
  if (((*(float *)param_3 != (float)g_TEWorldDecal._12_4_) ||
      (*(float *)(param_3 + 4) != (float)g_TEWorldDecal._16_4_)) ||
     (*(float *)(param_3 + 8) != (float)g_TEWorldDecal._20_4_)) {
    g_TEWorldDecal._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TEWorldDecal._20_4_ = *(undefined4 *)(param_3 + 8);
    g_TEWorldDecal._12_4_ = *(float *)param_3;
  }
  if (g_TEWorldDecal._24_4_ != param_4) {
    g_TEWorldDecal._24_4_ = param_4;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEWorldDecal,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)