CBaseEntity::FollowEntity
0x0040f600 · 176 bytes · __thiscall
_ZN11CBaseEntity12FollowEntityEPS_b
Decompiled
undefined (3 params)
/* CBaseEntity::FollowEntity(CBaseEntity*, bool) */
void __thiscall CBaseEntity::FollowEntity(CBaseEntity *this,CBaseEntity *param_1,bool param_2)
{
if (param_1 != (CBaseEntity *)0x0) {
(**(code **)(*(int *)this + 0x98))(this,param_1,0xffffffff);
SetMoveType(this,0,0);
if (param_2) {
AddEffects(this,1);
}
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
SetLocalOrigin(this,(Vector *)&vec3_origin);
SetLocalAngles(this,(QAngle *)&vec3_angle);
return;
}
StopFollowingEntity(this);
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.