L L4D2node

CEnvBeam::Zap

0x00683430 · 273 bytes · __thiscall

_ZN8CEnvBeam3ZapERK6VectorS2_

Decompiled

undefined (3 params)

/* CEnvBeam::Zap(Vector const&, Vector const&) */

void __thiscall CEnvBeam::Zap(CEnvBeam *this,Vector *param_1,Vector *param_2)

{
  undefined **local_3c [11];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00683454 to 00683458 has its CatchHandler @ 00683541 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
                    /* try { // try from 00683514 to 00683529 has its CatchHandler @ 00683553 */
  (**(code **)(*(int *)te + 0x1c))
            (te,(CRecipientFilter *)local_3c,0,param_1,param_2,*(undefined4 *)(this + 0x4e8),0,
             *(undefined4 *)(this + 0x50c),(int)*(float *)(this + 0x440),
             *(undefined4 *)(this + 0x4f4),*(undefined4 *)(this + 0x4f8),
             *(undefined4 *)(this + 0x4f8),0,*(undefined4 *)(this + 0x4fc),this[0x124],this[0x125],
             this[0x126],this[0x127],*(undefined4 *)(this + 0x500));
  CBeam::DoSparks((CBeam *)this,param_1,param_2);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)