L L4D2node

GetParticleSystemIndex

0x006ca2f0 · 70 bytes · __cdecl

_Z22GetParticleSystemIndexPKc

Decompiled

undefined (1 param)

/* GetParticleSystemIndex(char const*) */

int GetParticleSystemIndex(char *param_1)

{
  int iVar1;
  
  iVar1 = 0;
  if (param_1 != (char *)0x0) {
    iVar1 = (**(code **)(*g_pStringTableParticleEffectNames + 0x34))
                      (g_pStringTableParticleEffectNames,param_1);
    if (iVar1 == 0xffff) {
      DevWarning("Server: Missing precache for particle system \"%s\"!\n",param_1);
      return 0;
    }
  }
  return iVar1;
}

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)