L L4D2node

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 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)