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 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.