SmokeTrail::FollowEntity
0x00827620 · 214 bytes · __thiscall
_ZN10SmokeTrail12FollowEntityEP11CBaseEntityPKc
Decompiled
undefined (3 params)
/* SmokeTrail::FollowEntity(CBaseEntity*, char const*) */
void __thiscall SmokeTrail::FollowEntity(SmokeTrail *this,CBaseEntity *param_1,char *param_2)
{
CBaseEdict *pCVar1;
int iVar2;
CBaseAnimating *this_00;
int iVar3;
if ((param_2 != (char *)0x0) && (param_1 != (CBaseEntity *)0x0)) {
iVar2 = (**(code **)(*(int *)param_1 + 0xf0))(param_1);
if (iVar2 != 0) {
this_00 = (CBaseAnimating *)(**(code **)(*(int *)param_1 + 0xf0))(param_1);
iVar2 = CBaseAnimating::LookupAttachment(this_00,param_2);
if (iVar2 != *(int *)(this + 0x488)) {
if (this[0x6c] == (SmokeTrail)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (SmokeTrail)((byte)this[0x70] | 1);
}
*(int *)(this + 0x488) = iVar2;
}
goto LAB_00827640;
}
}
if (*(int *)(this + 0x488) != 0) {
if (this[0x6c] == (SmokeTrail)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (SmokeTrail)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x488) = 0;
}
LAB_00827640:
CBaseParticleEntity::FollowEntity((CBaseParticleEntity *)this,param_1);
return;
}
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.