L L4D2node

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 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)