TE_MuzzleFlash
0x00b03560 · 239 bytes · __cdecl
_Z14TE_MuzzleFlashR16IRecipientFilterfRK6VectorRK6QAnglefi
Decompiled
undefined (6 params)
/* TE_MuzzleFlash(IRecipientFilter&, float, Vector const&, QAngle const&, float, int) */
void TE_MuzzleFlash(IRecipientFilter *param_1,float param_2,Vector *param_3,QAngle *param_4,
float param_5,int param_6)
{
if (((*(float *)param_3 != (float)g_TEMuzzleFlash._12_4_) ||
(*(float *)(param_3 + 4) != (float)g_TEMuzzleFlash._16_4_)) ||
(*(float *)(param_3 + 8) != (float)g_TEMuzzleFlash._20_4_)) {
g_TEMuzzleFlash._16_4_ = *(undefined4 *)(param_3 + 4);
g_TEMuzzleFlash._20_4_ = *(undefined4 *)(param_3 + 8);
g_TEMuzzleFlash._12_4_ = *(float *)param_3;
}
if (((*(float *)param_4 != (float)g_TEMuzzleFlash._24_4_) ||
(*(float *)(param_4 + 4) != (float)g_TEMuzzleFlash._28_4_)) ||
(*(float *)(param_4 + 8) != (float)g_TEMuzzleFlash._32_4_)) {
g_TEMuzzleFlash._28_4_ = *(undefined4 *)(param_4 + 4);
g_TEMuzzleFlash._32_4_ = *(undefined4 *)(param_4 + 8);
g_TEMuzzleFlash._24_4_ = *(float *)param_4;
}
if (param_5 != (float)g_TEMuzzleFlash._36_4_) {
g_TEMuzzleFlash._36_4_ = param_5;
}
if (g_TEMuzzleFlash._40_4_ != param_6) {
g_TEMuzzleFlash._40_4_ = param_6;
}
CBaseTempEntity::Create((CBaseTempEntity *)g_TEMuzzleFlash,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.