TE_Dust
0x006bbe50 · 271 bytes · __cdecl
_Z7TE_DustR16IRecipientFilterfRK6VectorS3_ff
Decompiled
undefined (6 params)
/* TE_Dust(IRecipientFilter&, float, Vector const&, Vector const&, float, float) */
void TE_Dust(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,float param_5,
float param_6)
{
float fVar1;
if (((*(float *)param_3 == (float)g_TEDust._12_4_) &&
(*(float *)(param_3 + 4) == (float)g_TEDust._16_4_)) &&
(*(float *)(param_3 + 8) == (float)g_TEDust._20_4_)) {
fVar1 = *(float *)param_4;
}
else {
g_TEDust._16_4_ = *(undefined4 *)(param_3 + 4);
g_TEDust._20_4_ = *(undefined4 *)(param_3 + 8);
fVar1 = *(float *)param_4;
g_TEDust._12_4_ = *(float *)param_3;
}
if (((fVar1 != (float)g_TEDust._32_4_) || (*(float *)(param_4 + 4) != (float)g_TEDust._36_4_)) ||
(*(float *)(param_4 + 8) != (float)g_TEDust._40_4_)) {
g_TEDust._36_4_ = *(undefined4 *)(param_4 + 4);
g_TEDust._40_4_ = *(undefined4 *)(param_4 + 8);
g_TEDust._32_4_ = fVar1;
}
if (param_5 != (float)g_TEDust._24_4_) {
g_TEDust._24_4_ = param_5;
}
if (param_6 != (float)g_TEDust._28_4_) {
g_TEDust._28_4_ = param_6;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEDust,param_1,param_2);
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.