CEnvDustPuff::InputSpawnDust
0x006bafb0 · 176 bytes · __cdecl
_ZN12CEnvDustPuff14InputSpawnDustER11inputdata_t
Decompiled
undefined (1 param)
/* CEnvDustPuff::InputSpawnDust(inputdata_t&) */
void CEnvDustPuff::InputSpawnDust(inputdata_t *param_1)
{
undefined4 uVar1;
undefined4 uVar2;
code *pcVar3;
Vector local_28 [24];
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
AngleVectors((QAngle *)(param_1 + 0x37c),local_28);
VectorNormalize(local_28);
uVar1 = *(undefined4 *)(param_1 + 0x11c);
uVar2 = *(undefined4 *)(param_1 + 0x440);
pcVar3 = *(code **)(*(int *)g_pEffects + 0x14);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
(*pcVar3)(g_pEffects,param_1 + 0x2e0,local_28,uVar2,uVar1);
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.