CTempEntsSystem::BloodStream
0x00837f20 · 146 bytes · __thiscall
_ZN15CTempEntsSystem11BloodStreamER16IRecipientFilterfPK6VectorS4_iiiii
Decompiled
undefined (10 params)
/* CTempEntsSystem::BloodStream(IRecipientFilter&, float, Vector const*, Vector const*, int, int,
int, int, int) */
void __thiscall
CTempEntsSystem::BloodStream
(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,int param_9)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_BloodStream(param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9);
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.