L L4D2node

CBeam::BeamCreate

0x00426a30 · 135 bytes · __cdecl

_ZN5CBeam10BeamCreateEPKcf

Decompiled

undefined (2 params)

/* CBeam::BeamCreate(char const*, float) */

CBeam * CBeam::BeamCreate(char *param_1,float param_2)

{
  int iVar1;
  CBeam *this;
  
  iVar1 = CreateEntityByName("beam",-1,true);
  if (iVar1 != 0) {
    this = (CBeam *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&typeinfo,0);
    if (this != (CBeam *)0x0) goto LAB_00426a7d;
  }
  this = (CBeam *)0x0;
  Warning("classname %s used to create wrong class type\n","beam");
LAB_00426a7d:
  BeamInit(this,param_1,param_2);
  return this;
}

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)