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 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.