L L4D2node

CBoneFollower::Create

0x00786680 · 92 bytes · __cdecl

_ZN13CBoneFollower6CreateEP11CBaseEntityPKcR7solid_tRK6VectorRK6QAngle

Decompiled

undefined (5 params)

/* CBoneFollower::Create(CBaseEntity*, char const*, solid_t&, Vector const&, QAngle const&) */

CBoneFollower *
CBoneFollower::Create
          (CBaseEntity *param_1,char *param_2,solid_t *param_3,Vector *param_4,QAngle *param_5)

{
  CBoneFollower *this;
  
  this = (CBoneFollower *)CreateEntityByName("phys_bone_follower",-1,true);
  if (this != (CBoneFollower *)0x0) {
    Init(this,param_1,param_2,param_3,param_4,param_5);
  }
  return this;
}

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)