L L4D2node

UTIL_BloodStream

0x00b2cca0 · 177 bytes · __cdecl

_Z16UTIL_BloodStreamRK6VectorS1_ii

Decompiled

undefined (4 params)

/* UTIL_BloodStream(Vector const&, Vector const&, int, int) */

void UTIL_BloodStream(Vector *param_1,Vector *param_2,int param_3,int param_4)

{
  char cVar1;
  int iVar2;
  undefined **local_2c [8];
  
  cVar1 = UTIL_ShouldShowBlood(param_3);
  if (cVar1 == '\0') {
    return;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CPVSFilter_00c09bc8;
                    /* try { // try from 00b2ccdc to 00b2cce0 has its CatchHandler @ 00b2cd53 */
  CRecipientFilter::AddRecipientsByPVS((CRecipientFilter *)local_2c,param_1);
  iVar2 = 0xff;
  if (param_4 < 0x100) {
    iVar2 = param_4;
  }
                    /* try { // try from 00b2cd3a to 00b2cd3c has its CatchHandler @ 00b2cd65 */
  (**(code **)(*(int *)te + 0x30))
            (te,(CRecipientFilter *)local_2c,0,param_1,param_2,0xf7,0x3f,0xe,0xff,iVar2);
  local_2c[0] = &PTR__CPVSFilter_00c09bc8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)