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 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.