TE_BeamEnts
0x00af6c20 · 397 bytes · __cdecl
_Z11TE_BeamEntsR16IRecipientFilterfiiiiiifffifiiiii
Decompiled
undefined (18 params)
/* TE_BeamEnts(IRecipientFilter&, float, int, int, int, int, int, int, float, float, float, int,
float, int, int, int, int, int) */
void TE_BeamEnts(IRecipientFilter *param_1,float param_2,int param_3,int param_4,int param_5,
int param_6,int param_7,int param_8,float param_9,float param_10,float param_11,
int param_12,float param_13,int param_14,int param_15,int param_16,int param_17,
int param_18)
{
uint uVar1;
uVar1 = (uint)((ushort)param_3 & 0xfff | 0x1000);
if (uVar1 != g_TEBeamEnts._72_4_) {
g_TEBeamEnts._72_4_ = uVar1;
}
uVar1 = param_4 & 0xfffU | 0x1000;
if (uVar1 != g_TEBeamEnts._76_4_) {
g_TEBeamEnts._76_4_ = uVar1;
}
if (param_5 != g_TEBeamEnts._12_4_) {
g_TEBeamEnts._12_4_ = param_5;
}
if (param_6 != g_TEBeamEnts._16_4_) {
g_TEBeamEnts._16_4_ = param_6;
}
if (g_TEBeamEnts._20_4_ != param_7) {
g_TEBeamEnts._20_4_ = param_7;
}
if (g_TEBeamEnts._24_4_ != param_8) {
g_TEBeamEnts._24_4_ = param_8;
}
if (param_9 != (float)g_TEBeamEnts._28_4_) {
g_TEBeamEnts._28_4_ = param_9;
}
if (param_10 != (float)g_TEBeamEnts._32_4_) {
g_TEBeamEnts._32_4_ = param_10;
}
if (param_11 != (float)g_TEBeamEnts._36_4_) {
g_TEBeamEnts._36_4_ = param_11;
}
if (g_TEBeamEnts._40_4_ != param_12) {
g_TEBeamEnts._40_4_ = param_12;
}
if (param_13 != (float)g_TEBeamEnts._44_4_) {
g_TEBeamEnts._44_4_ = param_13;
}
if (g_TEBeamEnts._64_4_ != param_18) {
g_TEBeamEnts._64_4_ = param_18;
}
if (g_TEBeamEnts._48_4_ != param_14) {
g_TEBeamEnts._48_4_ = param_14;
}
if (g_TEBeamEnts._52_4_ != param_15) {
g_TEBeamEnts._52_4_ = param_15;
}
if (g_TEBeamEnts._56_4_ != param_16) {
g_TEBeamEnts._56_4_ = param_16;
}
if (g_TEBeamEnts._60_4_ != param_17) {
g_TEBeamEnts._60_4_ = param_17;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEBeamEnts,param_1,param_2);
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.