TE_BeamSpline
0x00af96c0 · 231 bytes · __cdecl
_Z13TE_BeamSplineR16IRecipientFilterfiP6Vector
Decompiled
undefined (4 params)
/* TE_BeamSpline(IRecipientFilter&, float, int, Vector*) */
void TE_BeamSpline(IRecipientFilter *param_1,float param_2,int param_3,Vector *param_4)
{
Vector *pVVar1;
int iVar2;
undefined1 *puVar3;
undefined4 *__s1;
if (g_TEBeamSpline._204_4_ != param_3) {
g_TEBeamSpline._204_4_ = param_3;
}
if (param_3 < 1) {
param_3 = 0;
}
else {
pVVar1 = param_4 + param_3 * 0xc;
__s1 = (undefined4 *)(g_TEBeamSpline + 0xc);
do {
iVar2 = memcmp(__s1,param_4,0xc);
if (iVar2 != 0) {
*__s1 = *(undefined4 *)param_4;
__s1[1] = *(undefined4 *)(param_4 + 4);
__s1[2] = *(undefined4 *)(param_4 + 8);
}
param_4 = param_4 + 0xc;
__s1 = __s1 + 3;
} while (param_4 != pVVar1);
if (0xf < param_3) goto LAB_00af9780;
}
puVar3 = g_TEBeamSpline + param_3 * 0xc;
do {
param_3 = param_3 + 1;
*(undefined4 *)(puVar3 + 0xc) = 0;
*(undefined4 *)(puVar3 + 0x10) = 0;
*(undefined4 *)(puVar3 + 0x14) = 0;
puVar3 = puVar3 + 0xc;
} while (param_3 < 0x10);
LAB_00af9780:
CBaseTempEntity::Create((CBaseTempEntity *)g_TEBeamSpline,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.