L L4D2node

CTempEntsSystem::ShatterSurface

0x00838560 · 254 bytes · __cdecl

_ZN15CTempEntsSystem14ShatterSurfaceER16IRecipientFilterfPK6VectorPK6QAngleS4_S4_fff16ShatterSurface_tiiiiii

Decompiled

undefined (16 params)

/* CTempEntsSystem::ShatterSurface(IRecipientFilter&, float, Vector const*, QAngle const*, Vector
   const*, Vector const*, float, float, float, ShatterSurface_t, int, int, int, int, int, int) */

void CTempEntsSystem::ShatterSurface(int *param_1,undefined4 param_2)

{
  char cVar1;
  
  cVar1 = (**(code **)(*param_1 + 8))(param_1,param_2);
  if (cVar1 != '\0') {
    return;
  }
  TE_ShatterSurface();
  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)