CEffectsServer::Beam
0x00676840 · 439 bytes · __thiscall
_ZN14CEffectsServer4BeamERK6VectorS2_iihhfhhhhhhhhh
Decompiled
undefined (17 params)
/* CEffectsServer::Beam(Vector const&, Vector const&, int, int, unsigned char, unsigned char, float,
unsigned char, unsigned char, unsigned char, unsigned char, unsigned char, unsigned char,
unsigned char, unsigned char, unsigned char) */
void __thiscall
CEffectsServer::Beam
(CEffectsServer *this,Vector *param_1,Vector *param_2,int param_3,int param_4,
uchar param_5,uchar param_6,float param_7,uchar param_8,uchar param_9,uchar param_10,
uchar param_11,uchar param_12,uchar param_13,uchar param_14,uchar param_15,uchar param_16)
{
char cVar1;
CBasePlayer *pCVar2;
int iVar3;
undefined **local_3c [11];
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 0067689d to 006768a1 has its CatchHandler @ 00676a1e */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
if ((*(int *)(this + 0x10) < 1) && (*(int *)(this + 0xc) != 0)) {
cVar1 = CRecipientFilter::IgnorePredictionCull((CRecipientFilter *)local_3c);
if (cVar1 == '\0') {
pCVar2 = (CBasePlayer *)0x0;
if (*(int *)(this + 0x10) < 1) {
pCVar2 = *(CBasePlayer **)(this + 0xc);
}
CRecipientFilter::RemoveRecipient((CRecipientFilter *)local_3c,pCVar2);
}
iVar3 = CRecipientFilter::GetRecipientCount((CRecipientFilter *)local_3c);
if (iVar3 == 0) goto LAB_00676997;
}
/* try { // try from 00676994 to 006769ee has its CatchHandler @ 00676a05 */
(**(code **)(*(int *)te + 0x1c))
(te,(CRecipientFilter *)local_3c,0,param_1,param_2,param_3,param_4,param_5,param_6,
param_7,(float)param_8 + 0.0,(float)param_9 + 0.0,param_10,(float)param_11 + 0.0,
param_12,param_13,param_14,param_15,param_16);
LAB_00676997:
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
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.