TE_BloodStream
0x00afa890 · 347 bytes · __cdecl
_Z14TE_BloodStreamR16IRecipientFilterfPK6VectorS3_iiiii
Decompiled
undefined (9 params)
/* TE_BloodStream(IRecipientFilter&, float, Vector const*, Vector const*, int, int, int, int, int)
*/
void TE_BloodStream(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_TEBloodStream._12_4_) &&
(*(float *)(param_3 + 4) == (float)g_TEBloodStream._16_4_)) &&
(*(float *)(param_3 + 8) == (float)g_TEBloodStream._20_4_)) {
fVar1 = *(float *)param_4;
}
else {
g_TEBloodStream._16_4_ = *(undefined4 *)(param_3 + 4);
g_TEBloodStream._20_4_ = *(undefined4 *)(param_3 + 8);
fVar1 = *(float *)param_4;
g_TEBloodStream._12_4_ = *(float *)param_3;
}
if (((fVar1 != (float)g_TEBloodStream._24_4_) ||
(*(float *)(param_4 + 4) != (float)g_TEBloodStream._28_4_)) ||
(*(float *)(param_4 + 8) != (float)g_TEBloodStream._32_4_)) {
g_TEBloodStream._28_4_ = *(undefined4 *)(param_4 + 4);
g_TEBloodStream._32_4_ = *(undefined4 *)(param_4 + 8);
g_TEBloodStream._24_4_ = fVar1;
}
if (g_TEBloodStream._36_4_ != param_5) {
g_TEBloodStream._36_4_ = param_5;
}
if (g_TEBloodStream._40_4_ != param_6) {
g_TEBloodStream._40_4_ = param_6;
}
if (g_TEBloodStream._44_4_ != param_7) {
g_TEBloodStream._44_4_ = param_7;
}
if (g_TEBloodStream._48_4_ != param_8) {
g_TEBloodStream._48_4_ = param_8;
}
if (g_TEBloodStream._52_4_ != param_9) {
g_TEBloodStream._52_4_ = param_9;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEBloodStream,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.