Witch::DoBloodEffect
0x00a47ba0 · 261 bytes · __thiscall
_ZN5Witch13DoBloodEffectEfRK15CTakeDamageInfoRK6VectorP10CGameTrace
Decompiled
undefined (5 params)
/* Witch::DoBloodEffect(float, CTakeDamageInfo const&, Vector const&, CGameTrace*) */
void __thiscall
Witch::DoBloodEffect
(Witch *this,float param_1,CTakeDamageInfo *param_2,Vector *param_3,CGameTrace *param_4)
{
uint local_40;
uint local_3c;
uint local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
local_40 = *(uint *)param_3 ^ 0x80000000;
local_3c = *(uint *)(param_3 + 4) ^ 0x80000000;
local_38 = *(uint *)(param_3 + 8) ^ 0x80000000;
VectorAngles((Vector *)&local_40,(QAngle *)&local_34);
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
local_20 = *(undefined4 *)(this + 0x27c);
local_28 = *(undefined4 *)(this + 0x274);
local_24 = *(undefined4 *)(this + 0x278);
DispatchParticleEffect
("blood_impact_witch_01",*(undefined4 *)(param_4 + 0xc),*(undefined4 *)(param_4 + 0x10),
*(undefined4 *)(param_4 + 0x14),local_28,local_24,local_20,local_34,local_30,local_2c,0
,0,0xffffffff);
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.