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 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.