L L4D2node

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 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)