L L4D2node

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 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)