L L4D2node

MovieExplosion::CreateMovieExplosion

0x006f8930 · 139 bytes · __cdecl

_ZN14MovieExplosion20CreateMovieExplosionERK6Vector

Decompiled

undefined (1 param)

/* MovieExplosion::CreateMovieExplosion(Vector const&) */

CBaseEntity * MovieExplosion::CreateMovieExplosion(Vector *param_1)

{
  CBaseEntity *pCVar1;
  CBaseEntity *this;
  
  pCVar1 = (CBaseEntity *)CreateEntityByName("env_movieexplosion",-1,true);
  if (pCVar1 != (CBaseEntity *)0x0) {
    this = (CBaseEntity *)__dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&typeinfo,0);
    if ((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) {
      CBaseEntity::SetLocalOrigin(this,param_1);
      (**(code **)(*(int *)this + 0x94))(this);
      return this;
    }
    UTIL_Remove(pCVar1);
  }
  return (CBaseEntity *)0x0;
}

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)