L L4D2node

TE_BeamLaser

0x00af7770 · 397 bytes · __cdecl

_Z12TE_BeamLaserR16IRecipientFilterfiiiiiifffifiiiii

Decompiled

undefined (18 params)

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

void TE_BeamLaser(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_TEBeamLaser._72_4_) {
    g_TEBeamLaser._72_4_ = uVar1;
  }
  uVar1 = param_4 & 0xfffU | 0x1000;
  if (uVar1 != g_TEBeamLaser._76_4_) {
    g_TEBeamLaser._76_4_ = uVar1;
  }
  if (param_5 != g_TEBeamLaser._12_4_) {
    g_TEBeamLaser._12_4_ = param_5;
  }
  if (param_6 != g_TEBeamLaser._16_4_) {
    g_TEBeamLaser._16_4_ = param_6;
  }
  if (g_TEBeamLaser._20_4_ != param_7) {
    g_TEBeamLaser._20_4_ = param_7;
  }
  if (g_TEBeamLaser._24_4_ != param_8) {
    g_TEBeamLaser._24_4_ = param_8;
  }
  if (param_9 != (float)g_TEBeamLaser._28_4_) {
    g_TEBeamLaser._28_4_ = param_9;
  }
  if (param_10 != (float)g_TEBeamLaser._32_4_) {
    g_TEBeamLaser._32_4_ = param_10;
  }
  if (param_11 != (float)g_TEBeamLaser._36_4_) {
    g_TEBeamLaser._36_4_ = param_11;
  }
  if (g_TEBeamLaser._40_4_ != param_12) {
    g_TEBeamLaser._40_4_ = param_12;
  }
  if (param_13 != (float)g_TEBeamLaser._44_4_) {
    g_TEBeamLaser._44_4_ = param_13;
  }
  if (g_TEBeamLaser._64_4_ != param_18) {
    g_TEBeamLaser._64_4_ = param_18;
  }
  if (g_TEBeamLaser._48_4_ != param_14) {
    g_TEBeamLaser._48_4_ = param_14;
  }
  if (g_TEBeamLaser._52_4_ != param_15) {
    g_TEBeamLaser._52_4_ = param_15;
  }
  if (g_TEBeamLaser._56_4_ != param_16) {
    g_TEBeamLaser._56_4_ = param_16;
  }
  if (g_TEBeamLaser._60_4_ != param_17) {
    g_TEBeamLaser._60_4_ = param_17;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEBeamLaser,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)