L L4D2node

DoSpark

0x0068af50 · 101 bytes · __cdecl

_Z7DoSparkP11CBaseEntityRK6VectoriibS3_

Decompiled

undefined (6 params)

/* DoSpark(CBaseEntity*, Vector const&, int, int, bool, Vector const&) */

void DoSpark(CBaseEntity *param_1,Vector *param_2,int param_3,int param_4,bool param_5,
            Vector *param_6)

{
  (**(code **)(*(int *)g_pEffects + 0x10))(g_pEffects,param_2,param_3,param_4,param_6);
  if (!param_5) {
    return;
  }
  CBaseEntity::EmitSound(param_1,"DoSpark",0.0,(float *)0x0);
  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)