TE_Impact
0x00b02630 · 38 bytes · __cdecl
_Z9TE_ImpactR16IRecipientFilterf
Decompiled
undefined (2 params)
/* TE_Impact(IRecipientFilter&, float) */
void TE_Impact(IRecipientFilter *param_1,float param_2)
{
CBaseTempEntity::Create((CBaseTempEntity *)g_TEImpact,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.