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 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.