L L4D2node

CEntityParticleTrail::AttachToEntity

0x006803a0 · 53 bytes · __thiscall

_ZN20CEntityParticleTrail14AttachToEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CEntityParticleTrail::AttachToEntity(CBaseEntity*) */

void __thiscall
CEntityParticleTrail::AttachToEntity(CEntityParticleTrail *this,CBaseEntity *param_1)

{
  CBaseParticleEntity::FollowEntity((CBaseParticleEntity *)this,param_1);
  (*(code *)**(undefined4 **)g_pNotify)(g_pNotify,this,param_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)