CTempEntsSystem::ClientProjectile
0x00838ed0 · 122 bytes · __thiscall
_ZN15CTempEntsSystem16ClientProjectileER16IRecipientFilterfPK6VectorS4_iiP11CBaseEntity
Decompiled
undefined (8 params)
/* CTempEntsSystem::ClientProjectile(IRecipientFilter&, float, Vector const*, Vector const*, int,
int, CBaseEntity*) */
void __thiscall
CTempEntsSystem::ClientProjectile
(CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,
Vector *param_4,int param_5,int param_6,CBaseEntity *param_7)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_ClientProjectile(param_1,param_2,param_3,param_4,param_5,param_6,param_7);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.