L L4D2node

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 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)