L L4D2node

CEntityParticleTrail::Destroy

0x006802b0 · 212 bytes · __cdecl

_ZN20CEntityParticleTrail7DestroyEP11CBaseEntityRK25EntityParticleTrailInfo_t

Decompiled

undefined (2 params)

/* CEntityParticleTrail::Destroy(CBaseEntity*, EntityParticleTrailInfo_t const&) */

void CEntityParticleTrail::Destroy(CBaseEntity *param_1,EntityParticleTrailInfo_t *param_2)

{
  uint uVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  CEntityParticleTrail *this;
  undefined *puVar5;
  int iVar6;
  
  pcVar3 = "";
  if (*(char **)(param_2 + 4) != (char *)0x0) {
    pcVar3 = *(char **)(param_2 + 4);
  }
  iVar4 = GetMaterialIndex(pcVar3);
  uVar1 = *(uint *)(param_1 + 0x18c);
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    iVar2 = *(int *)(puVar5 + 4);
    while (iVar2 != 0) {
      uVar1 = *(uint *)(iVar2 + 400);
      iVar6 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
        iVar6 = *(int *)(puVar5 + 4);
      }
      this = (CEntityParticleTrail *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
      iVar2 = iVar6;
      if ((this != (CEntityParticleTrail *)0x0) && (iVar4 == *(int *)(this + 0x440))) {
        DecrementRefCount(this);
      }
    }
  }
  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)