L L4D2node

CTempEntsSystem::BeamSpline

0x00837ec0 · 86 bytes · __thiscall

_ZN15CTempEntsSystem10BeamSplineER16IRecipientFilterfiP6Vector

Decompiled

undefined (5 params)

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

void __thiscall
CTempEntsSystem::BeamSpline
          (CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,int param_3,Vector *param_4
          )

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (cVar1 != '\0') {
    return;
  }
  TE_BeamSpline(param_1,param_2,param_3,param_4);
  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)