TE_BubbleTrail
0x00afcc10 · 334 bytes · __cdecl
_Z14TE_BubbleTrailR16IRecipientFilterfPK6VectorS3_fiif
Decompiled
undefined (8 params)
/* TE_BubbleTrail(IRecipientFilter&, float, Vector const*, Vector const*, float, int, int, float) */
void TE_BubbleTrail(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,
float param_5,int param_6,int param_7,float param_8)
{
float fVar1;
int iVar2;
if (((*(float *)param_3 == (float)g_TEBubbleTrail._12_4_) &&
(*(float *)(param_3 + 4) == (float)g_TEBubbleTrail._16_4_)) &&
(*(float *)(param_3 + 8) == (float)g_TEBubbleTrail._20_4_)) {
fVar1 = *(float *)param_4;
}
else {
g_TEBubbleTrail._16_4_ = *(undefined4 *)(param_3 + 4);
g_TEBubbleTrail._20_4_ = *(undefined4 *)(param_3 + 8);
fVar1 = *(float *)param_4;
g_TEBubbleTrail._12_4_ = *(float *)param_3;
}
if (((fVar1 != (float)g_TEBubbleTrail._24_4_) ||
(*(float *)(param_4 + 4) != (float)g_TEBubbleTrail._28_4_)) ||
(*(float *)(param_4 + 8) != (float)g_TEBubbleTrail._32_4_)) {
g_TEBubbleTrail._28_4_ = *(undefined4 *)(param_4 + 4);
g_TEBubbleTrail._32_4_ = *(undefined4 *)(param_4 + 8);
g_TEBubbleTrail._24_4_ = fVar1;
}
if (param_5 != (float)g_TEBubbleTrail._36_4_) {
g_TEBubbleTrail._36_4_ = param_5;
}
if (param_6 != g_TEBubbleTrail._40_4_) {
g_TEBubbleTrail._40_4_ = param_6;
}
iVar2 = 0xff;
if (param_7 < 0x100) {
iVar2 = param_7;
}
if (iVar2 != g_TEBubbleTrail._44_4_) {
g_TEBubbleTrail._44_4_ = iVar2;
}
if (param_8 != (float)g_TEBubbleTrail._48_4_) {
g_TEBubbleTrail._48_4_ = param_8;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEBubbleTrail,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.