L L4D2node

TE_Sparks

0x00b06670 · 330 bytes · __cdecl

_Z9TE_SparksR16IRecipientFilterfPK6VectoriiS3_

Decompiled

undefined (6 params)

/* TE_Sparks(IRecipientFilter&, float, Vector const*, int, int, Vector const*) */

void TE_Sparks(IRecipientFilter *param_1,float param_2,Vector *param_3,int param_4,int param_5,
              Vector *param_6)

{
  if (((*(float *)param_3 != (float)g_TESparks._12_4_) ||
      (*(float *)(param_3 + 4) != (float)g_TESparks._16_4_)) ||
     (*(float *)(param_3 + 8) != (float)g_TESparks._20_4_)) {
    g_TESparks._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TESparks._20_4_ = *(undefined4 *)(param_3 + 8);
    g_TESparks._12_4_ = *(float *)param_3;
  }
  if (g_TESparks._24_4_ != param_4) {
    g_TESparks._24_4_ = param_4;
  }
  if (g_TESparks._28_4_ != param_5) {
    g_TESparks._28_4_ = param_5;
  }
  if (param_6 == (Vector *)0x0) {
    if (((vec3_origin != (float)g_TESparks._32_4_) || (DAT_01053d4c != (float)g_TESparks._36_4_)) ||
       (DAT_01053d50 != (float)g_TESparks._40_4_)) {
      g_TESparks._32_4_ = vec3_origin;
      g_TESparks._36_4_ = DAT_01053d4c;
      g_TESparks._40_4_ = DAT_01053d50;
    }
  }
  else if (((*(float *)param_6 != (float)g_TESparks._32_4_) ||
           (*(float *)(param_6 + 4) != (float)g_TESparks._36_4_)) ||
          (*(float *)(param_6 + 8) != (float)g_TESparks._40_4_)) {
    g_TESparks._36_4_ = *(undefined4 *)(param_6 + 4);
    g_TESparks._40_4_ = *(undefined4 *)(param_6 + 8);
    g_TESparks._32_4_ = *(float *)param_6;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TESparks,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)