L L4D2node

DispatchEffect

0x00afed40 · 380 bytes · __cdecl

_Z14DispatchEffectR16IRecipientFilterfPKcRK11CEffectData

Decompiled

undefined (4 params)

/* DispatchEffect(IRecipientFilter&, float, char const*, CEffectData const&) */

void DispatchEffect(IRecipientFilter *param_1,float param_2,char *param_3,CEffectData *param_4)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)te + 8))(te,param_1);
  if (cVar1 != '\0') {
    return;
  }
  g_TEEffectDispatch._12_4_ = *(undefined4 *)param_4;
  g_TEEffectDispatch._16_4_ = *(undefined4 *)(param_4 + 4);
  g_TEEffectDispatch._20_4_ = *(undefined4 *)(param_4 + 8);
  g_TEEffectDispatch._24_4_ = *(undefined4 *)(param_4 + 0xc);
  g_TEEffectDispatch._28_4_ = *(undefined4 *)(param_4 + 0x10);
  g_TEEffectDispatch._32_4_ = *(undefined4 *)(param_4 + 0x14);
  g_TEEffectDispatch._36_4_ = *(undefined4 *)(param_4 + 0x18);
  g_TEEffectDispatch._40_4_ = *(undefined4 *)(param_4 + 0x1c);
  g_TEEffectDispatch._44_4_ = *(undefined4 *)(param_4 + 0x20);
  g_TEEffectDispatch._48_4_ = *(undefined4 *)(param_4 + 0x24);
  g_TEEffectDispatch._52_4_ = *(undefined4 *)(param_4 + 0x28);
  g_TEEffectDispatch._56_4_ = *(undefined4 *)(param_4 + 0x2c);
  g_TEEffectDispatch._60_4_ = *(undefined4 *)(param_4 + 0x30);
  g_TEEffectDispatch._64_4_ = *(undefined4 *)(param_4 + 0x34);
  g_TEEffectDispatch._68_4_ = *(undefined4 *)(param_4 + 0x38);
  g_TEEffectDispatch._72_4_ = *(undefined4 *)(param_4 + 0x3c);
  g_TEEffectDispatch._76_4_ = *(undefined4 *)(param_4 + 0x40);
  g_TEEffectDispatch._80_4_ = *(undefined4 *)(param_4 + 0x44);
  g_TEEffectDispatch._84_2_ = *(undefined2 *)(param_4 + 0x48);
  g_TEEffectDispatch._88_4_ = *(undefined4 *)(param_4 + 0x4c);
  g_TEEffectDispatch._92_4_ = *(undefined4 *)(param_4 + 0x50);
  g_TEEffectDispatch._96_4_ = *(undefined4 *)(param_4 + 0x54);
  g_TEEffectDispatch[100] = param_4[0x58];
  g_TEEffectDispatch[0x65] = param_4[0x59];
  g_TEEffectDispatch._104_4_ = *(undefined4 *)(param_4 + 0x5c);
  g_TEEffectDispatch._104_4_ = GetEffectIndex(param_3);
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEEffectDispatch,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)