L L4D2node

UTIL_Smoke

0x00b2cae0 · 60 bytes · __cdecl

_Z10UTIL_SmokeRK6Vectorff

Decompiled

undefined (3 params)

/* UTIL_Smoke(Vector const&, float, float) */

void UTIL_Smoke(Vector *param_1,float param_2,float param_3)

{
  (**(code **)(*(int *)g_pEffects + 0xc))(g_pEffects,param_1,g_sModelIndexSmoke,param_2,param_3);
  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)