L L4D2node

SporeTrail::CreateSporeTrail

0x00828da0 · 116 bytes · __cdecl

_ZN10SporeTrail16CreateSporeTrailEv

Decompiled

undefined (0 params)

/* SporeTrail::CreateSporeTrail() */

int * SporeTrail::CreateSporeTrail(void)

{
  CBaseEntity *pCVar1;
  int *piVar2;
  
  pCVar1 = (CBaseEntity *)CreateEntityByName("env_sporetrail",-1,true);
  if (pCVar1 == (CBaseEntity *)0x0) {
    piVar2 = (int *)0x0;
  }
  else {
    piVar2 = (int *)__dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&typeinfo,0);
    if (piVar2 == (int *)0x0) {
      UTIL_Remove(pCVar1);
      piVar2 = (int *)0x0;
    }
    else {
      (**(code **)(*piVar2 + 0x94))(piVar2);
    }
  }
  return piVar2;
}

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)