L L4D2node

FoundryHelpers_AddEntityHighlightEffect

0x006aa250 · 119 bytes · __cdecl

_Z39FoundryHelpers_AddEntityHighlightEffectP11CBaseEntity

Decompiled

undefined (1 param)

/* FoundryHelpers_AddEntityHighlightEffect(CBaseEntity*) */

void FoundryHelpers_AddEntityHighlightEffect(CBaseEntity *param_1)

{
  int iVar1;
  undefined **local_2c [8];
  
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if (iVar1 != g_TEFoundryHelpers._12_4_) {
    g_TEFoundryHelpers._12_4_ = iVar1;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 006aa290 to 006aa294 has its CatchHandler @ 006aa2cc */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 006aa2a8 to 006aa2ac has its CatchHandler @ 006aa2de */
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEFoundryHelpers,(IRecipientFilter *)local_2c,0.0);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)