L L4D2node

CDecal::Spawn

0x00b60940 · 48 bytes · __thiscall

_ZN6CDecal5SpawnEv

Decompiled

undefined (1 param)

/* CDecal::Spawn() */

void __thiscall CDecal::Spawn(CDecal *this)

{
  if ((-1 < *(int *)(this + 0x440)) &&
     ((*(char *)(gpGlobals + 0x4d) == '\0' || (((byte)this[0x149] & 8) == 0)))) {
    return;
  }
  UTIL_Remove((CBaseEntity *)this);
  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)