L L4D2node

ExplosionCreate

0x0069aba0 · 130 bytes · __cdecl

_Z15ExplosionCreateRK6VectorRK6QAngleP11CBaseEntityiibfbbi

Decompiled

undefined (10 params)

/* ExplosionCreate(Vector const&, QAngle const&, CBaseEntity*, int, int, bool, float, bool, bool,
   int) */

void ExplosionCreate(Vector *param_1,QAngle *param_2,CBaseEntity *param_3,int param_4,int param_5,
                    bool param_6,float param_7,bool param_8,bool param_9,int param_10)

{
  uint uVar1;
  
  uVar1 = ~-(uint)!param_6 + 0x429;
  if (param_8) {
    uVar1 = ~-(uint)!param_6 + 0x429 | 0x2000;
  }
  if (param_9) {
    uVar1 = uVar1 | 0x40;
  }
  ExplosionCreate(param_1,param_2,param_3,param_4,param_5,uVar1,param_7,0,param_10,0,0);
  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)