CTEBeamRing::Test
0x00af8250 · 279 bytes · __cdecl
_ZN11CTEBeamRing4TestERK6VectorRK6QAngle
Decompiled
undefined (2 params)
/* CTEBeamRing::Test(Vector const&, QAngle const&) */
void CTEBeamRing::Test(Vector *param_1,QAngle *param_2)
{
undefined **local_2c [8];
if (*(int *)(param_1 + 0x48) != 1) {
*(undefined4 *)(param_1 + 0x48) = 1;
}
if (*(int *)(param_1 + 0x4c) != 0) {
*(undefined4 *)(param_1 + 0x4c) = 0;
}
if (g_sModelIndexSmoke != *(int *)(param_1 + 0xc)) {
*(int *)(param_1 + 0xc) = g_sModelIndexSmoke;
}
if (*(int *)(param_1 + 0x14) != 0) {
*(undefined4 *)(param_1 + 0x14) = 0;
}
if (*(int *)(param_1 + 0x18) != 2) {
*(undefined4 *)(param_1 + 0x18) = 2;
}
if (*(float *)(param_1 + 0x1c) != 10.0) {
*(undefined4 *)(param_1 + 0x1c) = 0x41200000;
}
if (*(float *)(param_1 + 0x20) != 2.0) {
*(undefined4 *)(param_1 + 0x20) = 0x40000000;
}
if (*(float *)(param_1 + 0x2c) != 1.0) {
*(undefined4 *)(param_1 + 0x2c) = 0x3f800000;
}
if (*(int *)(param_1 + 0x30) != 0xff) {
*(undefined4 *)(param_1 + 0x30) = 0xff;
}
if (*(int *)(param_1 + 0x34) != 0xff) {
*(undefined4 *)(param_1 + 0x34) = 0xff;
}
if (*(int *)(param_1 + 0x38) != 0) {
*(undefined4 *)(param_1 + 0x38) = 0;
}
if (*(int *)(param_1 + 0x3c) != 0x7f) {
*(undefined4 *)(param_1 + 0x3c) = 0x7f;
}
if (*(int *)(param_1 + 0x40) != 5) {
*(undefined4 *)(param_1 + 0x40) = 5;
}
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 00af8338 to 00af833c has its CatchHandler @ 00af8367 */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
/* try { // try from 00af834e to 00af8350 has its CatchHandler @ 00af8379 */
(**(code **)(*(int *)param_1 + 0x14))(param_1,(CRecipientFilter *)local_2c,0);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
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.