L L4D2node

CParticleSystemQuery::GetRayTraceEnvironmentFromName

0x00471a80 · 75 bytes · __thiscall

_ZN20CParticleSystemQuery30GetRayTraceEnvironmentFromNameEPKc

Decompiled

undefined (2 params)

/* CParticleSystemQuery::GetRayTraceEnvironmentFromName(char const*) */

undefined4 __thiscall
CParticleSystemQuery::GetRayTraceEnvironmentFromName(CParticleSystemQuery *this,char *param_1)

{
  int iVar1;
  
  iVar1 = _V_stricmp("PRECIPITATION",param_1);
  if (iVar1 == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = _V_stricmp("PRECIPITATIONBLOCKER",param_1);
    if (iVar1 != 0) {
      return 0;
    }
    iVar1 = 1;
  }
  return *(undefined4 *)(s_RtEnvNameMap + iVar1 * 8 + 4);
}

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)