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 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.