L L4D2node

DispatchParticleEffect

0x004721e0 · 271 bytes · __cdecl

_Z22DispatchParticleEffecti6VectorS_6QAngleP11CBaseEntitybi

Decompiled

undefined (7 params)

/* DispatchParticleEffect(int, Vector, Vector, QAngle, CBaseEntity*, bool, int) */

void DispatchParticleEffect
               (undefined4 param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
               undefined4 param_5,undefined4 param_6,undefined4 param_7,undefined4 param_8,
               undefined4 param_9,undefined4 param_10,int param_11,char param_12)

{
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  uint local_3c;
  int local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined2 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined1 local_14;
  undefined1 local_13;
  
  local_24 = 0;
  local_54 = 0;
  local_6c = param_2;
  local_50 = 0;
  local_68 = param_3;
  local_4c = 0;
  local_64 = param_4;
  local_3c = 0;
  local_60 = param_5;
  local_38 = 0;
  local_5c = param_6;
  local_34 = 0x3f800000;
  local_58 = param_7;
  local_28 = 0;
  local_48 = param_8;
  local_30 = 0;
  local_2c = 0;
  local_20 = 0;
  local_1c = 0;
  local_14 = 0;
  local_13 = 0;
  local_18 = param_1;
  local_44 = param_9;
  local_40 = param_10;
  if (param_12 != '\0') {
    local_3c = 4;
  }
  if (param_11 != 0) {
    if (*(int *)(param_11 + 0x30) == 0) {
      local_38 = 0;
    }
    else {
      local_38 = *(int *)(param_11 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    local_3c = local_3c | 1;
    local_1c = 2;
  }
  DispatchEffect("ParticleEffect",(CEffectData *)&local_6c);
  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)