CTempEntsSystem::BeamFollow
0x008378f0 · 258 bytes · __thiscall
_ZN15CTempEntsSystem10BeamFollowER16IRecipientFilterfiiiffffffff
Decompiled
undefined (14 params)
/* CTempEntsSystem::BeamFollow(IRecipientFilter&, float, int, int, int, float, float, float, float,
float, float, float, float) */
void __thiscall
CTempEntsSystem::BeamFollow
(CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,int param_3,int param_4,
int param_5,float param_6,float param_7,float param_8,float param_9,float param_10,
float param_11,float param_12,float param_13)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_BeamFollow(param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,param_10,
param_11,param_12,param_13);
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.