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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.