CEntityFactory<CEntityParticleTrail>::Create
0x006806e0 · 95 bytes · __thiscall
_ZN14CEntityFactoryI20CEntityParticleTrailE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CEntityParticleTrail>::Create(char const*) */
CBaseParticleEntity * __thiscall
CEntityFactory<CEntityParticleTrail>::Create
(CEntityFactory<CEntityParticleTrail> *this,char *param_1)
{
CBaseParticleEntity *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000460,in_stack_ffffffe8);
/* try { // try from 006806f9 to 006806fd has its CatchHandler @ 0068073f */
CBaseParticleEntity::CBaseParticleEntity(this_00);
*(undefined ***)this_00 = &PTR__CEntityParticleTrail_00c787a8;
/* try { // try from 0068070d to 00680711 has its CatchHandler @ 00680751 */
EntityParticleTrailInfo_t::EntityParticleTrailInfo_t
((EntityParticleTrailInfo_t *)(this_00 + 0x444));
*(undefined ***)(this_00 + 0x444) = &PTR_NetworkStateChanged_00c78798;
*(undefined4 *)(this_00 + 0x458) = 0xffffffff;
(**(code **)(*(int *)this_00 + 0x78))(this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.