L L4D2node

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 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)