L L4D2node

Particle_Test_Stop

0x004725e0 · 101 bytes · __cdecl

_Z18Particle_Test_StopP11CBasePlayerPKcb

Decompiled

undefined (3 params)

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

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

{
  CBaseEntity *pCVar1;
  
  if (param_1 != (CBasePlayer *)0x0) {
    pCVar1 = (CBaseEntity *)0x0;
    while( true ) {
      pCVar1 = (CBaseEntity *)GetNextCommandEntity(param_1,param_2,pCVar1);
      if (pCVar1 == (CBaseEntity *)0x0) break;
      DispatchParticleEffect(&DAT_00d539c2,0,pCVar1,0,1,0xffffffff);
    }
  }
  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)