EntityParticleTrailInfo_t::EntityParticleTrailInfo_t
0x0044a8a0 · 111 bytes · __thiscall
_ZN25EntityParticleTrailInfo_tC1Ev
Decompiled
undefined (1 param)
/* EntityParticleTrailInfo_t::EntityParticleTrailInfo_t() */
void __thiscall
EntityParticleTrailInfo_t::EntityParticleTrailInfo_t(EntityParticleTrailInfo_t *this)
{
*(undefined ***)this = &PTR_NetworkStateChanged_00c11d68;
*(undefined4 *)(this + 4) = 0;
if (*(float *)(this + 8) != 4.0) {
*(undefined4 *)(this + 8) = 0x40800000;
}
if (*(float *)(this + 0xc) != 2.0) {
*(undefined4 *)(this + 0xc) = 0x40000000;
}
if (*(float *)(this + 0x10) != 3.0) {
(**(code **)(*(int *)this + 4))(this,this + 0x10);
*(undefined4 *)(this + 0x10) = 0x40400000;
}
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.