UTIL_Bubbles
0x00b2d3b0 · 259 bytes · __cdecl
_Z12UTIL_BubblesRK6VectorS1_i
Decompiled
undefined (3 params)
/* UTIL_Bubbles(Vector const&, Vector const&, int) */
void UTIL_Bubbles(Vector *param_1,Vector *param_2,int param_3)
{
float fVar1;
longdouble lVar2;
float local_48;
float local_44;
float local_40;
undefined **local_3c [11];
local_44 = (*(float *)(param_2 + 4) + *(float *)(param_1 + 4)) * 0.5;
local_40 = (*(float *)(param_2 + 8) + *(float *)(param_1 + 8)) * 0.5;
local_48 = (*(float *)param_2 + *(float *)param_1) * 0.5;
lVar2 = (longdouble)UTIL_WaterLevel((Vector *)&local_48,local_40,local_40 + 1024.0);
fVar1 = *(float *)(param_1 + 8);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
/* try { // try from 00b2d452 to 00b2d456 has its CatchHandler @ 00b2d4b3 */
CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,(Vector *)&local_48);
/* try { // try from 00b2d499 to 00b2d49b has its CatchHandler @ 00b2d4c5 */
(**(code **)(*(int *)te + 0x44))
(te,(CRecipientFilter *)local_3c,0,param_1,param_2,(float)lVar2 - fVar1,
g_sModelIndexBubbles,param_3,0x41000000);
local_3c[0] = &PTR__CPASFilter_00bfaf28;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
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.