DispatchParticleEffect
0x00472f40 · 165 bytes · __cdecl
_Z22DispatchParticleEffectPKc20ParticleAttachment_tP11CBaseEntityS0_bi
Decompiled
undefined (6 params)
/* DispatchParticleEffect(char const*, ParticleAttachment_t, CBaseEntity*, char const*, bool, int)
*/
void DispatchParticleEffect(char *param_1,undefined4 param_2,int *param_3,char *param_4)
{
int iVar1;
CBaseAnimating *pCVar2;
if ((param_3 != (int *)0x0) && (iVar1 = (**(code **)(*param_3 + 0xf0))(param_3), iVar1 != 0)) {
pCVar2 = (CBaseAnimating *)(**(code **)(*param_3 + 0xf0))(param_3);
iVar1 = CBaseAnimating::LookupAttachment(pCVar2,param_4);
if (iVar1 == -1) {
pCVar2 = (CBaseAnimating *)(**(code **)(*param_3 + 0xf0))(param_3);
ParticleAttachementMissingWarnOnce(pCVar2,param_4,param_1);
return;
}
}
DispatchParticleEffect();
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.