L L4D2node

CTempEntsSystem::BeamPoints

0x00837a00 · 286 bytes · __thiscall

_ZN15CTempEntsSystem10BeamPointsER16IRecipientFilterfPK6VectorS4_iiiifffifiiiii

Decompiled

undefined (19 params)

/* CTempEntsSystem::BeamPoints(IRecipientFilter&, float, Vector const*, Vector const*, int, int,
   int, int, float, float, float, int, float, int, int, int, int, int) */

void __thiscall
CTempEntsSystem::BeamPoints
          (CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,
          Vector *param_4,int param_5,int param_6,int param_7,int param_8,float param_9,
          float param_10,float param_11,int param_12,float param_13,int param_14,int param_15,
          int param_16,int param_17,int param_18)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (cVar1 != '\0') {
    return;
  }
  TE_BeamPoints(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,param_14,param_15,param_16,param_17,param_18);
  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)