L L4D2node

CProjectedDecal::ProjectDecal

0x00b62870 · 177 bytes · __thiscall

_ZN15CProjectedDecal12ProjectDecalER16CRecipientFilter

Decompiled

undefined (2 params)

/* CProjectedDecal::ProjectDecal(CRecipientFilter&) */

void __thiscall CProjectedDecal::ProjectDecal(CProjectedDecal *this,CRecipientFilter *param_1)

{
  undefined4 uVar1;
  code *pcVar2;
  undefined4 uVar3;
  
  uVar1 = *(undefined4 *)(this + 0x444);
  pcVar2 = *(code **)(*(int *)te + 0x40);
  uVar3 = *(undefined4 *)(this + 0x440);
  if ((((byte)this[0x14d] & 8) != 0) &&
     (CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  (*pcVar2)(te,param_1,0,this + 0x2e0,this + 0x37c,uVar1,uVar3);
  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)