DispatchParticleEffect
0x00472190 · 77 bytes · __cdecl
_Z22DispatchParticleEffectPKcRK6VectorRK6QAngle20ParticleAttachment_tP11CBaseEntityi
Decompiled
undefined (6 params)
/* DispatchParticleEffect(char const*, Vector const&, QAngle const&, ParticleAttachment_t,
CBaseEntity*, int) */
void DispatchParticleEffect(char *param_1)
{
GetParticleSystemIndex(param_1);
DispatchParticleEffect();
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.