L L4D2node

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 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)