L L4D2node

UTIL_MuzzleFlash

0x00b2ea70 · 120 bytes · __cdecl

_Z16UTIL_MuzzleFlashRK6VectorRK6QAngleii

Decompiled

undefined (4 params)

/* UTIL_MuzzleFlash(Vector const&, QAngle const&, int, int) */

void UTIL_MuzzleFlash(Vector *param_1,QAngle *param_2,int param_3,int param_4)

{
  undefined **local_2c [8];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CPASFilter_00bfaf28;
                    /* try { // try from 00b2ea94 to 00b2ea98 has its CatchHandler @ 00b2eae8 */
  CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00b2eacc to 00b2ead1 has its CatchHandler @ 00b2eafa */
  (**(code **)(*(int *)te + 0x94))
            (te,(CRecipientFilter *)local_2c,0,param_1,param_2,(float)param_3,param_4);
  local_2c[0] = &PTR__CPASFilter_00bfaf28;
  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)