L L4D2node

Particle_Test_Start

0x004724a0 · 230 bytes · __cdecl

_Z19Particle_Test_StartP11CBasePlayerPKcb

Decompiled

undefined (3 params)

/* Particle_Test_Start(CBasePlayer*, char const*, bool) */

void Particle_Test_Start(CBasePlayer *param_1,char *param_2,bool param_3)

{
  undefined4 uVar1;
  char *pcVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  
  if (param_1 != (CBasePlayer *)0x0) {
    pcVar2 = "FCVAR_NEVER_AS_STRING";
    if ((particle_test_attach_mode[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(particle_test_attach_mode._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(particle_test_attach_mode._28_4_ + 0x24);
      }
    }
    iVar3 = GetAttachTypeFromString(pcVar2);
    if (iVar3 < 0) {
      Warning();
      return;
    }
    uVar1 = *(undefined4 *)(particle_test_attach_attachment._28_4_ + 0x30);
    pcVar2 = "FCVAR_NEVER_AS_STRING";
    if ((particle_test_file[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(particle_test_file._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(particle_test_file._28_4_ + 0x24);
      }
    }
    pCVar4 = (CBaseEntity *)0x0;
    while (pCVar4 = (CBaseEntity *)GetNextCommandEntity(param_1,param_2,pCVar4),
          pCVar4 != (CBaseEntity *)0x0) {
      DispatchParticleEffect(pcVar2,iVar3,pCVar4,uVar1,1,0xffffffff);
    }
  }
  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)