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 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.