L L4D2node

CSprite::SpriteCreatePredictable

0x004c3ab0 · 175 bytes · __cdecl

_ZN7CSprite23SpriteCreatePredictableEPKciS1_RK6Vectorb

Decompiled

undefined (5 params)

/* CSprite::SpriteCreatePredictable(char const*, int, char const*, Vector const&, bool) */

CBaseEntity *
CSprite::SpriteCreatePredictable
          (char *param_1,int param_2,char *param_3,Vector *param_4,bool param_5)

{
  CBaseEntity *this;
  
  this = (CBaseEntity *)CBaseEntity::CreatePredictedEntityByName("env_sprite",param_1,param_2,false)
  ;
  if (this != (CBaseEntity *)0x0) {
    SpriteInit((CSprite *)this,param_3,param_4);
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
    CBaseEntity::SetSize(this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
    CBaseEntity::SetMoveType(this,0,0);
    if (param_5) {
      TurnOn((CSprite *)this);
      return this;
    }
  }
  return this;
}

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)