Script_DropSpit
0x00b433e0 · 166 bytes · __cdecl
_ZL15Script_DropSpit6Vector
Decompiled
undefined (1 param)
/* Script_DropSpit(Vector) */
void Script_DropSpit(void)
{
longdouble lVar1;
longdouble lVar2;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
float local_18;
float local_14;
undefined4 local_10;
lVar1 = (longdouble)RandomFloat(0xc1200000,0x41200000);
lVar2 = (longdouble)RandomFloat(0xc1200000,0x41200000);
local_18 = (float)lVar2;
local_10 = 0;
local_24 = 0;
local_20 = 0;
local_1c = 0xc0a00000;
local_30 = 0xc2b40000;
local_2c = 0;
local_28 = 0;
local_14 = (float)lVar1;
CSpitterProjectile::Create
((Vector *)&stack0x00000004,(QAngle *)&local_30,(Vector *)&local_24,(Vector *)&local_18,
(CBaseCombatCharacter *)0x0);
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.