CTempEntsSystem::Dust
0x00838d80 · 126 bytes · __thiscall
_ZN15CTempEntsSystem4DustER16IRecipientFilterfRK6VectorS4_ff
Decompiled
undefined (7 params)
/* CTempEntsSystem::Dust(IRecipientFilter&, float, Vector const&, Vector const&, float, float) */
void __thiscall
CTempEntsSystem::Dust
(CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,
Vector *param_4,float param_5,float param_6)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_Dust(param_1,param_2,param_3,param_4,param_5,param_6);
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.