PhysCollisionDust
0x0077ca10 · 266 bytes · __cdecl
_Z17PhysCollisionDustP21gamevcollisionevent_tP13surfacedata_t
Decompiled
undefined (2 params)
/* PhysCollisionDust(gamevcollisionevent_t*, surfacedata_t*) */
void PhysCollisionDust(gamevcollisionevent_t *param_1,surfacedata_t *param_2)
{
short sVar1;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
Vector local_24 [12];
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
sVar1 = *(short *)(param_2 + 0x4c);
if ((sVar1 == 0x44) || (sVar1 == 0x4e)) {
if (*(float *)(param_1 + 0x18) <= 200.0 && *(float *)(param_1 + 0x18) != 200.0) {
return;
}
}
else if ((sVar1 != 0x43) ||
(*(float *)(param_1 + 0x18) <= 340.0 && *(float *)(param_1 + 0x18) != 340.0)) {
return;
}
(**(code **)(**(int **)(param_1 + 0x1c) + 4))(*(int **)(param_1 + 0x1c),&local_3c);
(**(code **)**(undefined4 **)(param_1 + 0x1c))(*(undefined4 **)(param_1 + 0x1c),local_24);
VectorAngles(local_24,(QAngle *)&local_18);
local_30 = *(undefined4 *)(param_1 + 0x18);
local_2c = local_30;
local_28 = local_30;
DispatchParticleEffect
("impact_physics_dust",local_3c,local_38,local_34,local_30,local_30,local_30,local_18,
local_14,local_10,0,0,0xffffffff);
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.