L L4D2node

UTIL_Beam

0x00b2d720 · 360 bytes · __cdecl

_Z9UTIL_BeamR6VectorS0_iihhfhhhhhhhhh

Decompiled

undefined (16 params)

/* UTIL_Beam(Vector&, Vector&, int, int, unsigned char, unsigned char, float, unsigned char,
   unsigned char, unsigned char, unsigned char, unsigned char, unsigned char, unsigned char,
   unsigned char, unsigned char) */

void UTIL_Beam(Vector *param_1,Vector *param_2,int param_3,int param_4,uchar param_5,uchar param_6,
              float param_7,uchar param_8,uchar param_9,uchar param_10,uchar param_11,uchar param_12
              ,uchar param_13,uchar param_14,uchar param_15,uchar param_16)

{
  undefined **local_3c [11];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00b2d77d to 00b2d781 has its CatchHandler @ 00b2d888 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
                    /* try { // try from 00b2d86b to 00b2d86d has its CatchHandler @ 00b2d89a */
  (**(code **)(*(int *)te + 0x1c))
            (te,(CRecipientFilter *)local_3c,0,param_1,param_2,param_3,param_4,param_5,param_6,
             param_7,(float)param_8 + 0.0,(float)param_9 + 0.0,param_10,(float)param_11 + 0.0,
             param_12,param_13,param_14,param_15,param_16);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)