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 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.