CTempEntsSystem::BeamRingPoint
0x00837d80 · 306 bytes · __thiscall
_ZN15CTempEntsSystem13BeamRingPointER16IRecipientFilterfRK6Vectorffiiiiffifiiiiii
Decompiled
undefined (20 params)
/* CTempEntsSystem::BeamRingPoint(IRecipientFilter&, float, Vector const&, float, float, int, int,
int, int, float, float, int, float, int, int, int, int, int, int) */
void __thiscall
CTempEntsSystem::BeamRingPoint
(CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,
float param_4,float param_5,int param_6,int param_7,int param_8,int 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,int param_19)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_BeamRingPoint(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,param_19)
;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.