L L4D2node

TE_BeamFollow

0x00af7130 · 317 bytes · __cdecl

_Z13TE_BeamFollowR16IRecipientFilterfiiiffffffff

Decompiled

undefined (13 params)

/* TE_BeamFollow(IRecipientFilter&, float, int, int, int, float, float, float, float, float, float,
   float, float) */

void TE_BeamFollow(IRecipientFilter *param_1,float param_2,int param_3,int param_4,int param_5,
                  float param_6,float param_7,float param_8,float param_9,float param_10,
                  float param_11,float param_12,float param_13)

{
  uint uVar1;
  
  uVar1 = (uint)((ushort)param_3 & 0xfff | 0x1000);
  if (uVar1 != g_TEBeamFollow._72_4_) {
    g_TEBeamFollow._72_4_ = uVar1;
  }
  if (param_4 != g_TEBeamFollow._12_4_) {
    g_TEBeamFollow._12_4_ = param_4;
  }
  if (param_5 != g_TEBeamFollow._16_4_) {
    g_TEBeamFollow._16_4_ = param_5;
  }
  if (g_TEBeamFollow._20_4_ != 0) {
    g_TEBeamFollow._20_4_ = 0;
  }
  if (g_TEBeamFollow._24_4_ != 0) {
    g_TEBeamFollow._24_4_ = 0;
  }
  if (param_6 != (float)g_TEBeamFollow._28_4_) {
    g_TEBeamFollow._28_4_ = param_6;
  }
  if (param_7 != (float)g_TEBeamFollow._32_4_) {
    g_TEBeamFollow._32_4_ = param_7;
  }
  if (param_8 != (float)g_TEBeamFollow._36_4_) {
    g_TEBeamFollow._36_4_ = param_8;
  }
  if ((int)param_9 != g_TEBeamFollow._40_4_) {
    g_TEBeamFollow._40_4_ = (int)param_9;
  }
  if ((int)param_10 != g_TEBeamFollow._48_4_) {
    g_TEBeamFollow._48_4_ = (int)param_10;
  }
  if ((int)param_11 != g_TEBeamFollow._52_4_) {
    g_TEBeamFollow._52_4_ = (int)param_11;
  }
  if ((int)param_12 != g_TEBeamFollow._56_4_) {
    g_TEBeamFollow._56_4_ = (int)param_12;
  }
  if ((int)param_13 != g_TEBeamFollow._60_4_) {
    g_TEBeamFollow._60_4_ = (int)param_13;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEBeamFollow,param_1,param_2);
  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)