L L4D2node

BuildGibList

0x004992d0 · 9 bytes · __cdecl

_Z12BuildGibListR10CUtlVectorI12breakmodel_t10CUtlMemoryIS0_iEEifi

Decompiled

undefined (4 params)

/* BuildGibList(CUtlVector<breakmodel_t, CUtlMemory<breakmodel_t, int> >&, int, float, int) */

void BuildGibList(CUtlVector *param_1,int param_2,float param_3,int param_4)

{
  BreakModelList(param_1,param_2,param_3,param_4);
  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)