Difference between revisions of "Useful Signatures (Source)"
Line 266: | Line 266: | ||
new Float:origin[3]; | new Float:origin[3]; | ||
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);</pawn> | SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);</pawn> | ||
+ | |||
+ | |||
+ | ==UTIL_BloodStream== | ||
+ | Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this''' | ||
+ | |||
+ | '''The Signature''' | ||
+ | <pawn>\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00</pawn> | ||
+ | |||
+ | '''The Mask''' | ||
+ | <pawn>xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx</pawn> | ||
+ | |||
+ | '''Length''' | ||
+ | 61 | ||
+ | |||
+ | '''Linux Function''' | ||
+ | <pawn>_Z16UTIL_BloodStreamRK6VectorS1_ii</pawn> | ||
+ | |||
+ | '''Function Paramaters''' | ||
+ | *'''Vector origin''' | ||
+ | **The place the blood starts | ||
+ | *'''Vector direction''' | ||
+ | **The place the blood lands (close to) | ||
+ | *'''int color''' | ||
+ | **BLOOD_COLOR_RED = 247 (Wont work on German games :S) | ||
+ | **BLOOD_COLOR_YELLOW = 195 | ||
+ | **BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too) | ||
+ | *'''int amount''' | ||
+ | **Dunno what this is (alpha?) set to 255 | ||
+ | |||
+ | '''Example Call''' | ||
+ | <pawn> | ||
+ | new Float:origin[3]; | ||
+ | new Float:direction[3]; | ||
+ | SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);</pawn> | ||
+ | |||
+ | |||
+ | ==UTIL_BloodSpray== | ||
+ | Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this''' | ||
+ | |||
+ | '''The Signature''' | ||
+ | <pawn>\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c</pawn> | ||
+ | |||
+ | '''The Mask''' | ||
+ | <pawn>xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx</pawn> | ||
+ | |||
+ | '''Length''' | ||
+ | 51 | ||
+ | |||
+ | '''Linux Function''' | ||
+ | <pawn>_Z15UTIL_BloodSprayRK6VectorS1_iii</pawn> | ||
+ | |||
+ | '''Function Paramaters''' | ||
+ | *'''Vector origin''' | ||
+ | **The place the blood starts | ||
+ | *'''Vector direction''' | ||
+ | **The place the blood lands (close to) | ||
+ | *'''int color''' | ||
+ | **BLOOD_COLOR_RED = 247 (Wont work on German games :S) | ||
+ | **BLOOD_COLOR_YELLOW = 195 | ||
+ | **BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too) | ||
+ | *'''int amount''' | ||
+ | **Dunno what this is (alpha?) set to 255 | ||
+ | *'''int flags''' | ||
+ | **0 nothing | ||
+ | **1 makes a baseball bat like blood spray | ||
+ | **2 makes a ring of blood mist | ||
+ | **3 makes an upward spray | ||
+ | **4 makes clouds of blood mist | ||
+ | **5 seems to be a mixture of the above | ||
+ | **6 seems to be a thicker cloud of dust | ||
+ | **(i cant be bothered to check any more. go experament) | ||
+ | '''Example Call''' | ||
+ | <pawn> | ||
+ | new Float:origin[3]; | ||
+ | new Float:direction[3]; | ||
+ | SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);</pawn> | ||
Line 284: | Line 360: | ||
'''Function Paramaters''' | '''Function Paramaters''' | ||
− | *Vector vecStart | + | *'''Vector vecStart''' |
**Starting Vector (duh) | **Starting Vector (duh) | ||
− | *Vector vecEnd | + | *'''Vector vecEnd''' |
**Ending Vector | **Ending Vector | ||
− | *int EntIndex | + | *'''int EntIndex''' |
**Entity index using the tracer | **Entity index using the tracer | ||
− | *int iAttachment | + | *'''int iAttachment''' |
**Dont know (-1 for no attachement) | **Dont know (-1 for no attachement) | ||
− | *float flVelocity | + | *'''float flVelocity''' |
**Velocity the tracer moves at (m/s?) | **Velocity the tracer moves at (m/s?) | ||
− | *bool bWhiz | + | *'''bool bWhiz''' |
**I assume it emmits a sound? | **I assume it emmits a sound? | ||
− | *char ptr pCustomTracerName | + | *'''char ptr pCustomTracerName''' |
**A nice name for your tracer | **A nice name for your tracer | ||
'''Example Call''' | '''Example Call''' |
Revision as of 17:37, 28 May 2007
Contents
- 1 Introduction
- 2 Function Signatures
- 2.1 CBaseEntity::Spawn
- 2.2 CBaseEntity::Teleport
- 2.3 CBaseEntity::SetModel
- 2.4 CBaseEntity::SetModelIndex
- 2.5 CBasePlayer::DamageEffect
- 2.6 CBasePlayer::SetFOV
- 2.7 CCSPlayer::SwitchTeam (CS:S ONLY)
- 2.8 CBaseAnimating::Ignite
- 2.9 CGib::SpawnRandomGibs
- 2.10 UTIL_BloodDrips
- 2.11 UTIL_BloodStream
- 2.12 UTIL_BloodSpray
- 2.13 UTIL_Tracer (NOT CS:S)
Introduction
I have posted this page here so I can share some useful sigscan signatures. With these, and the use of PimpinJuice's SigOffset Extension you can call some very useful functions from within SourceMod plugins.
Function Signatures
This is the list of all of the functions that we have signatures for.
CBaseEntity::Spawn
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.
The Signature
\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8
The Mask
xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx
Length 107
Linux Function
_ZN11CBaseEntity5SpawnEv
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);
CBaseEntity::Teleport
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force
The Signature
\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C
The Mask
xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx
Length 106
Linux Function
_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS
Function Paramaters
- Vector newPosition
- The place to teleport to
- QAngle newAngles
- The new angle of the entity
- Vector newVelocity
- Directional vector for velocity
Example Call
new Float:Pos[3]; new Float:Vel[3]; SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);
CBaseEntity::SetModel
This function will set the model of the entity to the model that you specify. (Yes even player models ;))
The Signature
\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01
The Mask
xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx
Length 51
Linux Function
_ZN11CBaseEntity8SetModelEPKc
Function Paramaters
- const char *szModelName
- The model to set to
Example Call
PrecacheModel("models/Alyx.mdl"); SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, "models/Alyx.mdl");
CBaseEntity::SetModelIndex
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console
sv_cheats 1;listmodels;sv_cheats 0
The Signature
\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf
The Mask
xxxxxxxxxxxxxxxxxxx????????????????????
Length 39
Linux Function
_ZN11CBaseEntity13SetModelIndexEi
Function Paramaters
- int index
- The model index to set to
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);
CBasePlayer::DamageEffect
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool
The Signature
\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f
The Mask
xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx
Length 62
Linux Function
_ZN11CBasePlayer12DamageEffectEfi
Function Paramaters
- Float flDamage
- [not used]
- int fDamageType
- DMG_CRUSH (1<<0)
- DMG_DROWN (1<<14)
- DMG_SLASH (1<<2)
- DMG_PLASMA (1<<24)
- DMG_SONIC (1<<9)
- MG_BULLET (1<<1)
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1<<24));
CBasePlayer::SetFOV
This function will change the players Field of View (FOV) with a given zoom rate
The Signature
\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00
The Mask
xxxxx????????xxxxxxxxx??????xxxxxxx
Length 35
Linux Function
_ZN11CBasePlayer13SetDefaultFOVEi
Function Paramaters
- CBaseEntity pRequester
- The entity of the player to change FOV of
- int FOV
- The FOV value (0-360) anything over 180 goes foobar (default 90)
- Float zoomRate
- Time it takes for the new FOV to zoom in/out
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);
CCSPlayer::SwitchTeam (CS:S ONLY)
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.
The Signature
\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E
The Mask
xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??
Length 64
Linux Function
_ZN9CCSPlayer10SwitchTeamEi
Function Paramaters
- int iTeamIndex
- The new team index of the player
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);
CBaseAnimating::Ignite
This function will ignite the entity (duh)
The Signature
\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE
The Mask
xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx
Length 116
Linux Function
_ZN14CBaseAnimating6IgniteEfbfb
Function Paramaters
- Float flFlameLifetime
- The time the fire should burn
- bool bNPCOnly
- I assume only NPC's get burnt
- float flSize
- Size of the flames
- bool bCalledByLevelDesigner
- Dont know what this is; I suggest setting to 0 because you are not the level designer :P
Example Call
SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);
CGib::SpawnRandomGibs
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. NOTE: This function requires no pointer, check the Example Call to see how to get round this
The Signature
\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08
The Mask
xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx
Length 61
Linux Function
_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib
Function Paramaters
- CBaseEntity pVictim
- The entity to spawn gibs from
- int cGibs
- The amount of gibs to spawn, I suggest anything over 1000000 ^^
- GibType_e eGibType
- GIB_HUMAN = 0 (Head gib)
- GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE "models/gibs/agibs.mdl"
Example Call
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);
UTIL_BloodDrips
This function will spawn a small 'splash' of blood under the entity. NOTE: This function requires no pointer, check the Example Call to see how to get round this
The Signature
\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0
The Mask
xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx
Length 46
Linux Function
_Z15UTIL_BloodDripsRK6VectorS1_ii
Function Paramaters
- Vector origin
- The location to spawn the effect
- Vector direction
- Dont know what this is, i set it same as origin
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
Example Call
new Float:origin[3]; SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);
UTIL_BloodStream
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. NOTE: This function requires no pointer, check the Example Call to see how to get round this
The Signature
\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00
The Mask
xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx
Length 61
Linux Function
_Z16UTIL_BloodStreamRK6VectorS1_ii
Function Paramaters
- Vector origin
- The place the blood starts
- Vector direction
- The place the blood lands (close to)
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
- int amount
- Dunno what this is (alpha?) set to 255
Example Call
new Float:origin[3]; new Float:direction[3]; SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);
UTIL_BloodSpray
Makes a blood spray (duh!)NOTE: This function requires no pointer, check the Example Call to see how to get round this
The Signature
\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c
The Mask
xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Length 51
Linux Function
_Z15UTIL_BloodSprayRK6VectorS1_iii
Function Paramaters
- Vector origin
- The place the blood starts
- Vector direction
- The place the blood lands (close to)
- int color
- BLOOD_COLOR_RED = 247 (Wont work on German games :S)
- BLOOD_COLOR_YELLOW = 195
- BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)
- int amount
- Dunno what this is (alpha?) set to 255
- int flags
- 0 nothing
- 1 makes a baseball bat like blood spray
- 2 makes a ring of blood mist
- 3 makes an upward spray
- 4 makes clouds of blood mist
- 5 seems to be a mixture of the above
- 6 seems to be a thicker cloud of dust
- (i cant be bothered to check any more. go experament)
Example Call
new Float:origin[3]; new Float:direction[3]; SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);
UTIL_Tracer (NOT CS:S)
Uhh.. dont know i assume its for tracer stuff ^^ i guess someone will have a use for it :P NOTE: This function requires no pointer, check the Example Call to see how to get round this
The Signature
\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89
The Mask
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Length 54
Linux Function
_Z11UTIL_TracerRK6VectorS1_iifbPKc
Function Paramaters
- Vector vecStart
- Starting Vector (duh)
- Vector vecEnd
- Ending Vector
- int EntIndex
- Entity index using the tracer
- int iAttachment
- Dont know (-1 for no attachement)
- float flVelocity
- Velocity the tracer moves at (m/s?)
- bool bWhiz
- I assume it emmits a sound?
- char ptr pCustomTracerName
- A nice name for your tracer
Example Call
new Float:start[3]; new Float:end[3]; SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, "OLLY");