L L4D2node

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 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)