DispatchParticleEffect
0x00472300 · 110 bytes · __cdecl
_Z22DispatchParticleEffectPKc6Vector6QAngleP11CBaseEntitybi
Decompiled
undefined (6 params)
/* DispatchParticleEffect(char const*, Vector, QAngle, CBaseEntity*, bool, int) */
void DispatchParticleEffect
(char *param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6,undefined4 param_7,undefined4 param_8,
undefined1 param_9,undefined4 param_10)
{
undefined4 uVar1;
uVar1 = GetParticleSystemIndex(param_1);
DispatchParticleEffect
(uVar1,param_2,param_3,param_4,param_2,param_3,param_4,param_5,param_6,param_7,param_8,
param_9,param_10);
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.