CEnvLaser::FireAtPoint
0x006859b0 · 142 bytes · __thiscall
_ZN9CEnvLaser11FireAtPointER10CGameTrace
Decompiled
undefined (2 params)
/* CEnvLaser::FireAtPoint(CGameTrace&) */
void __thiscall CEnvLaser::FireAtPoint(CEnvLaser *this,CGameTrace *param_1)
{
Vector *pVVar1;
Vector *pVVar2;
pVVar1 = (Vector *)(param_1 + 0xc);
CBeam::SetAbsEndPos((CBeam *)this,pVVar1);
if (*(CBaseEntity **)(this + 0x4e8) != (CBaseEntity *)0x0) {
UTIL_SetOrigin(*(CBaseEntity **)(this + 0x4e8),pVVar1,false);
}
if (*(float *)(this + 0x448) + 0.1 <= *(float *)(gpGlobals + 0xc)) {
CBeam::BeamDamage((CBeam *)this,param_1);
pVVar2 = (Vector *)CBeam::GetAbsStartPos((CBeam *)this);
CBeam::DoSparks((CBeam *)this,pVVar2,pVVar1);
}
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.