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 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.