L L4D2node

CServerTools::ReloadParticleDefintions

0x00681020 · 97 bytes · __thiscall

_ZN12CServerTools24ReloadParticleDefintionsEPKcPKvi

Decompiled

undefined (4 params)

/* CServerTools::ReloadParticleDefintions(char const*, void const*, int) */

void __thiscall
CServerTools::ReloadParticleDefintions(CServerTools *this,char *param_1,void *param_2,int param_3)

{
  CUtlBuffer local_44 [56];
  
  CUtlBuffer::CUtlBuffer(local_44,param_2,param_3,8);
                    /* try { // try from 0068106d to 00681071 has its CatchHandler @ 00681081 */
  CParticleSystemMgr::ReadParticleConfigFile
            ((CParticleSystemMgr *)g_pParticleSystemMgr,local_44,true,true,(char *)0x0);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
  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)