SpawnBlood
0x0040c570 · 46 bytes · __cdecl
_Z10SpawnBlood6VectorRKS_if
Decompiled
undefined (4 params)
/* SpawnBlood(Vector, Vector const&, int, float) */
void SpawnBlood(void)
{
Vector *in_stack_00000010;
int in_stack_00000014;
float in_stack_00000018;
UTIL_BloodDrips((Vector *)&stack0x00000004,in_stack_00000010,in_stack_00000014,
(int)in_stack_00000018);
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.