L L4D2node

TE_BloodSprite

0x00af9f90 · 383 bytes · __cdecl

_Z14TE_BloodSpriteR16IRecipientFilterfPK6VectorS3_iiiii

Decompiled

undefined (9 params)

/* TE_BloodSprite(IRecipientFilter&, float, Vector const*, Vector const*, int, int, int, int, int)
    */

void TE_BloodSprite(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,
                   int param_5,int param_6,int param_7,int param_8,int param_9)

{
  float fVar1;
  
  if (((*(float *)param_3 == (float)g_TEBloodSprite._12_4_) &&
      (*(float *)(param_3 + 4) == (float)g_TEBloodSprite._16_4_)) &&
     (*(float *)(param_3 + 8) == (float)g_TEBloodSprite._20_4_)) {
    fVar1 = *(float *)param_4;
  }
  else {
    g_TEBloodSprite._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TEBloodSprite._20_4_ = *(undefined4 *)(param_3 + 8);
    fVar1 = *(float *)param_4;
    g_TEBloodSprite._12_4_ = *(float *)param_3;
  }
  if (((fVar1 != (float)g_TEBloodSprite._24_4_) ||
      (*(float *)(param_4 + 4) != (float)g_TEBloodSprite._28_4_)) ||
     (*(float *)(param_4 + 8) != (float)g_TEBloodSprite._32_4_)) {
    g_TEBloodSprite._28_4_ = *(undefined4 *)(param_4 + 4);
    g_TEBloodSprite._32_4_ = *(undefined4 *)(param_4 + 8);
    g_TEBloodSprite._24_4_ = fVar1;
  }
  if (g_TEBloodSprite._44_4_ != param_5) {
    g_TEBloodSprite._44_4_ = param_5;
  }
  if (g_TEBloodSprite._48_4_ != param_6) {
    g_TEBloodSprite._48_4_ = param_6;
  }
  if (g_TEBloodSprite._52_4_ != param_7) {
    g_TEBloodSprite._52_4_ = param_7;
  }
  if (g_TEBloodSprite._56_4_ != param_8) {
    g_TEBloodSprite._56_4_ = param_8;
  }
  if (g_TEBloodSprite._60_4_ != param_9) {
    g_TEBloodSprite._60_4_ = param_9;
  }
  if (g_sModelIndexBloodSpray != g_TEBloodSprite._36_4_) {
    g_TEBloodSprite._36_4_ = g_sModelIndexBloodSpray;
  }
  if (g_sModelIndexBloodDrop != g_TEBloodSprite._40_4_) {
    g_TEBloodSprite._40_4_ = g_sModelIndexBloodDrop;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEBloodSprite,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)