L L4D2node

CBeam::DoSparks

0x00427c30 · 140 bytes · __thiscall

_ZN5CBeam8DoSparksERK6VectorS2_

Decompiled

undefined (3 params)

/* CBeam::DoSparks(Vector const&, Vector const&) */

void __thiscall CBeam::DoSparks(CBeam *this,Vector *param_1,Vector *param_2)

{
  uint uVar1;
  
  uVar1 = *(uint *)(this + 0x148);
  if ((uVar1 & 0x30) != 0) {
    if ((uVar1 & 0x10) != 0) {
      (**(code **)(*(int *)g_pEffects + 0x10))(g_pEffects,param_1,1,1,0);
      uVar1 = *(uint *)(this + 0x148);
    }
    if ((uVar1 & 0x20) != 0) {
      (**(code **)(*(int *)g_pEffects + 0x10))(g_pEffects,param_2,1,1,0);
      return;
    }
  }
  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)