L L4D2node

CProjectedDecal::StaticDecal

0x00b62a40 · 87 bytes · __thiscall

_ZN15CProjectedDecal11StaticDecalEv

Decompiled

undefined (1 param)

/* CProjectedDecal::StaticDecal() */

void __thiscall CProjectedDecal::StaticDecal(CProjectedDecal *this)

{
  undefined **local_2c [8];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00b62a60 to 00b62a64 has its CatchHandler @ 00b62a97 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 00b62a68 to 00b62a80 has its CatchHandler @ 00b62aa9 */
  CRecipientFilter::MakeInitMessage((CRecipientFilter *)local_2c);
  ProjectDecal(this,(CRecipientFilter *)local_2c);
  CBaseEntity::SUB_Remove((CBaseEntity *)this);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)