L L4D2node

CEntityParticleTrail::NotifySystemEvent

0x0067fc70 · 176 bytes · __thiscall

_ZN20CEntityParticleTrail17NotifySystemEventEP11CBaseEntity21notify_system_event_tRK28notify_system_event_params_t

Decompiled

undefined (4 params)

/* CEntityParticleTrail::NotifySystemEvent(CBaseEntity*, notify_system_event_t,
   notify_system_event_params_t const&) */

void __thiscall
CEntityParticleTrail::NotifySystemEvent
          (CEntityParticleTrail *this,undefined4 param_1,int param_3,undefined4 param_4)

{
  undefined1 local_14 [8];
  
  CBaseEntity::NotifySystemEvent(this,param_1,param_3,param_4);
  if (param_3 == 1) {
    CBaseParticleEntity::FollowEntity((CBaseParticleEntity *)this,(CBaseEntity *)0x0);
    (**(code **)(*(int *)g_pNotify + 0x10))(g_pNotify,this);
    if (*(int *)(this + 0x45c) != 0) {
      *(undefined4 *)(this + 0x45c) = 0;
      CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
    }
  }
  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)