L L4D2node

UTIL_BloodDecalTrace

0x005810f0 · 107 bytes · __cdecl

_Z20UTIL_BloodDecalTraceP10CGameTracei

Decompiled

undefined (2 params)

/* UTIL_BloodDecalTrace(CGameTrace*, int) */

void UTIL_BloodDecalTrace(CGameTrace *param_1,int param_2)

{
  float fVar1;
  char cVar2;
  char *pcVar3;
  
  cVar2 = UTIL_ShouldShowBlood(param_2);
  if (cVar2 != '\0') {
    if (param_2 == 0) {
      fVar1 = *(float *)(param_1 + 0x2c);
      pcVar3 = "Blood";
    }
    else {
      if (param_2 != 4) {
        if (*(float *)(param_1 + 0x2c) == 1.0) {
          return;
        }
        pcVar3 = "YellowBlood";
        goto LAB_0058113b;
      }
      fVar1 = *(float *)(param_1 + 0x2c);
      pcVar3 = "GreenBlood";
    }
    if (fVar1 != 1.0) {
LAB_0058113b:
      UTIL_DecalTrace(param_1,pcVar3);
      return;
    }
  }
  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)