UTIL_Tracer
0x00580ea0 · 271 bytes · __cdecl
_Z11UTIL_TracerRK6VectorS1_iifbPKci
Decompiled
undefined (8 params)
/* UTIL_Tracer(Vector const&, Vector const&, int, int, float, bool, char const*, int) */
void UTIL_Tracer(Vector *param_1,Vector *param_2,int param_3,int param_4,float param_5,bool param_6,
char *param_7,int param_8)
{
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;
float local_34;
undefined4 local_30;
undefined4 local_2c;
int local_28;
undefined2 local_24;
undefined4 local_20;
undefined4 local_1c;
int local_18;
undefined1 local_14;
undefined1 local_13;
local_54 = 0;
local_50 = 0;
local_4c = 0;
local_48 = 0;
local_44 = 0;
local_60 = *(undefined4 *)param_1;
local_40 = 0;
local_5c = *(undefined4 *)(param_1 + 4);
local_28 = 0;
local_58 = *(undefined4 *)(param_1 + 8);
local_24 = 0;
local_6c = *(undefined4 *)param_2;
local_30 = 0;
local_68 = *(undefined4 *)(param_2 + 4);
local_2c = 0;
local_20 = 0;
local_1c = 0;
local_14 = 0;
local_64 = *(undefined4 *)(param_2 + 8);
local_18 = param_8;
local_34 = param_5;
local_38 = param_3;
local_3c = (uint)param_6;
if (param_4 != -1) {
local_3c = local_3c | 2;
local_28 = param_4;
}
local_13 = (undefined1)param_8;
if (param_7 != (char *)0x0) {
DispatchEffect(param_7,(CEffectData *)&local_6c);
return;
}
DispatchEffect("Tracer",(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.