L L4D2node

UTIL_BloodDrips

0x00581240 · 270 bytes · __cdecl

_Z15UTIL_BloodDripsRK6VectorS1_ii

Decompiled

undefined (4 params)

/* UTIL_BloodDrips(Vector const&, Vector const&, int, int) */

void UTIL_BloodDrips(Vector *param_1,Vector *param_2,int param_3,int param_4)

{
  char cVar1;
  int iVar2;
  longdouble lVar3;
  
  cVar1 = UTIL_ShouldShowBlood(param_3);
  if (((cVar1 != '\0') && (param_3 != -1)) && (param_4 != 0)) {
    cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
    if (cVar1 != '\0') {
      param_4 = param_4 * 5;
    }
    if (param_3 != 3) {
      iVar2 = 0xff;
      if (param_4 < 0x100) {
        iVar2 = param_4;
      }
      UTIL_BloodImpact(param_1,param_2,param_3,iVar2);
      return;
    }
    (**(code **)(*(int *)g_pEffects + 0x10))(g_pEffects,param_1,1,1,0);
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0,0x40000000);
    if (1.0 <= (float)lVar3) {
      iVar2 = (**(code **)(*random_valve + 8))(random_valve,10,0xf);
      UTIL_Smoke(param_1,(float)iVar2,10.0);
      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)