TE_Decal
0x00afddb0 · 292 bytes · __cdecl
_Z8TE_DecalR16IRecipientFilterfPK6VectorS3_iii
Decompiled
undefined (7 params)
/* TE_Decal(IRecipientFilter&, float, Vector const*, Vector const*, int, int, int) */
void TE_Decal(IRecipientFilter *param_1,float param_2,Vector *param_3,Vector *param_4,int param_5,
int param_6,int param_7)
{
float fVar1;
if (((*(float *)param_3 == (float)g_TEDecal._12_4_) &&
(*(float *)(param_3 + 4) == (float)g_TEDecal._16_4_)) &&
(*(float *)(param_3 + 8) == (float)g_TEDecal._20_4_)) {
fVar1 = *(float *)param_4;
}
else {
g_TEDecal._16_4_ = *(undefined4 *)(param_3 + 4);
g_TEDecal._20_4_ = *(undefined4 *)(param_3 + 8);
fVar1 = *(float *)param_4;
g_TEDecal._12_4_ = *(float *)param_3;
}
if (((fVar1 != (float)g_TEDecal._24_4_) || (*(float *)(param_4 + 4) != (float)g_TEDecal._28_4_))
|| (*(float *)(param_4 + 8) != (float)g_TEDecal._32_4_)) {
g_TEDecal._28_4_ = *(undefined4 *)(param_4 + 4);
g_TEDecal._32_4_ = *(undefined4 *)(param_4 + 8);
g_TEDecal._24_4_ = fVar1;
}
if (g_TEDecal._36_4_ != param_5) {
g_TEDecal._36_4_ = param_5;
}
if (g_TEDecal._40_4_ != param_6) {
g_TEDecal._40_4_ = param_6;
}
if (g_TEDecal._44_4_ != param_7) {
g_TEDecal._44_4_ = param_7;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEDecal,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.