L L4D2node

CBaseParticleEntity::FollowEntity

0x00415d10 · 53 bytes · __thiscall

_ZN19CBaseParticleEntity12FollowEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseParticleEntity::FollowEntity(CBaseEntity*) */

void __thiscall CBaseParticleEntity::FollowEntity(CBaseParticleEntity *this,CBaseEntity *param_1)

{
  CBaseEntity::FollowEntity((CBaseEntity *)this,param_1,true);
  CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&vec3_origin);
  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)