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 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.