L L4D2node

PropBreakableCreateAll

0x0049bcf0 · 114 bytes · __cdecl

_Z22PropBreakableCreateAlliP14IPhysicsObjectRK6VectorRK6QAngleS3_S3_ffiP11CBaseEntityb

Decompiled

undefined (11 params)

/* PropBreakableCreateAll(int, IPhysicsObject*, Vector const&, QAngle const&, Vector const&, Vector
   const&, float, float, int, CBaseEntity*, bool) */

void PropBreakableCreateAll
               (int param_1,IPhysicsObject *param_2,Vector *param_3,QAngle *param_4,Vector *param_5,
               Vector *param_6,float param_7,float param_8,int param_9,CBaseEntity *param_10,
               bool param_11)

{
  Vector *local_28;
  QAngle *local_24;
  Vector *local_20;
  Vector *local_1c;
  float local_18;
  float local_14;
  int local_10;
  
  local_18 = param_7;
  local_28 = param_3;
  local_14 = param_8;
  local_24 = param_4;
  local_20 = param_5;
  local_1c = param_6;
  local_10 = param_9;
  PropBreakableCreateAll
            (param_1,param_2,(breakablepropparams_t *)&local_28,param_10,-1,false,param_11);
  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)