L L4D2node

TE_Fizz

0x00b00450 · 128 bytes · __cdecl

_Z7TE_FizzR16IRecipientFilterfPK11CBaseEntityiii

Decompiled

undefined (6 params)

/* TE_Fizz(IRecipientFilter&, float, CBaseEntity const*, int, int, int) */

void TE_Fizz(IRecipientFilter *param_1,float param_2,CBaseEntity *param_3,int param_4,int param_5,
            int param_6)

{
  int iVar1;
  
  if (*(int *)(param_3 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(param_3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if (iVar1 != DAT_01031124) {
    DAT_01031124 = iVar1;
  }
  if (param_4 != DAT_01031128) {
    DAT_01031128 = param_4;
  }
  if (DAT_0103112c != param_5) {
    DAT_0103112c = param_5;
  }
  if (DAT_01031130 != param_6) {
    DAT_01031130 = param_6;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)&g_TEFizz,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)