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 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.