L L4D2node

DispatchParticleEffect

0x00472370 · 56 bytes · __cdecl

_Z22DispatchParticleEffectPKc6VectorS1_6QAngleP11CBaseEntitybi

Decompiled

undefined (7 params)

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

void DispatchParticleEffect(char *param_1)

{
  GetParticleSystemIndex(param_1);
  DispatchParticleEffect();
  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)