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 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.