L L4D2node

RocketTrail::FollowEntity

0x008284d0 · 214 bytes · __thiscall

_ZN11RocketTrail12FollowEntityEP11CBaseEntityPKc

Decompiled

undefined (3 params)

/* RocketTrail::FollowEntity(CBaseEntity*, char const*) */

void __thiscall RocketTrail::FollowEntity(RocketTrail *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 + 0x480)) {
        if (this[0x6c] == (RocketTrail)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] = (RocketTrail)((byte)this[0x70] | 1);
        }
        *(int *)(this + 0x480) = iVar2;
      }
      goto LAB_008284f0;
    }
  }
  if (*(int *)(this + 0x480) != 0) {
    if (this[0x6c] == (RocketTrail)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] = (RocketTrail)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x480) = 0;
  }
LAB_008284f0:
  CBaseParticleEntity::FollowEntity((CBaseParticleEntity *)this,param_1);
  return;
}

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)