ParticleSmokeGrenade::SetFadeTime
0x0076f8a0 · 191 bytes · __thiscall
_ZN20ParticleSmokeGrenade11SetFadeTimeEff
Decompiled
undefined (3 params)
/* ParticleSmokeGrenade::SetFadeTime(float, float) */
void __thiscall
ParticleSmokeGrenade::SetFadeTime(ParticleSmokeGrenade *this,float param_1,float param_2)
{
CBaseEdict *pCVar1;
int iVar2;
if (param_1 != *(float *)(this + 0x448)) {
if (this[0x6c] == (ParticleSmokeGrenade)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (ParticleSmokeGrenade)((byte)this[0x70] | 1);
}
*(float *)(this + 0x448) = param_1;
}
if (param_2 == *(float *)(this + 0x44c)) {
return;
}
if (this[0x6c] == (ParticleSmokeGrenade)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(float *)(this + 0x44c) = param_2;
}
else {
this[0x70] = (ParticleSmokeGrenade)((byte)this[0x70] | 1);
*(float *)(this + 0x44c) = param_2;
}
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.