L L4D2node

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 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)