L L4D2node

CEntityParticleTrail::DecrementRefCount

0x00680230 · 123 bytes · __thiscall

_ZN20CEntityParticleTrail17DecrementRefCountEv

Decompiled

undefined (1 param)

/* CEntityParticleTrail::DecrementRefCount() */

void __thiscall CEntityParticleTrail::DecrementRefCount(CEntityParticleTrail *this)

{
  CEntityParticleTrail *pCVar1;
  undefined1 local_14 [12];
  
  pCVar1 = this + 0x45c;
  *(int *)pCVar1 = *(int *)pCVar1 + -1;
  if (*(int *)pCVar1 == 0) {
    CBaseParticleEntity::FollowEntity((CBaseParticleEntity *)this,(CBaseEntity *)0x0);
    (**(code **)(*(int *)g_pNotify + 0x10))(g_pNotify,this);
    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)