L L4D2node

CEntityParticleTrail::IncrementRefCount

0x006801c0 · 98 bytes · __thiscall

_ZN20CEntityParticleTrail17IncrementRefCountEv

Decompiled

undefined (1 param)

/* CEntityParticleTrail::IncrementRefCount() */

void __thiscall CEntityParticleTrail::IncrementRefCount(CEntityParticleTrail *this)

{
  int iVar1;
  undefined1 local_14 [12];
  
  iVar1 = *(int *)(this + 0x45c);
  if (iVar1 == 0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
    iVar1 = *(int *)(this + 0x45c);
  }
  *(int *)(this + 0x45c) = iVar1 + 1;
  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)