L L4D2node

CBeam::BeamCreatePredictable

0x00426ac0 · 110 bytes · __cdecl

_ZN5CBeam21BeamCreatePredictableEPKcibS1_fP11CBasePlayer

Decompiled

undefined (6 params)

/* CBeam::BeamCreatePredictable(char const*, int, bool, char const*, float, CBasePlayer*) */

CBeam * CBeam::BeamCreatePredictable
                  (char *param_1,int param_2,bool param_3,char *param_4,float param_5,
                  CBasePlayer *param_6)

{
  CBeam *this;
  
  this = (CBeam *)CBaseEntity::CreatePredictedEntityByName("beam",param_1,param_2,param_3);
  if (this != (CBeam *)0x0) {
    BeamInit(this,param_4,param_5);
    (**(code **)(*(int *)this + 0x50))(this,param_6);
    CBaseEntity::SetPlayerSimulated((CBaseEntity *)this,param_6);
  }
  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)