L L4D2node

ExplosionCreate

0x0069ac30 · 84 bytes · __cdecl

_Z15ExplosionCreateRK6VectorRK6QAngleP11CBaseEntityiibPK7CHandleIS5_E7Class_Tfbbi

Decompiled

undefined (12 params)

/* ExplosionCreate(Vector const&, QAngle const&, CBaseEntity*, int, int, bool, CHandle<CBaseEntity>
   const*, Class_T, float, bool, bool, int) */

void ExplosionCreate(void)

{
  ExplosionCreate();
  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)