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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.