L L4D2node

CParticleSystem::CParticleSystem

0x0076fd60 · 145 bytes · __thiscall

_ZN15CParticleSystemC1Ev

Decompiled

undefined (1 param)

/* CParticleSystem::CParticleSystem() */

void __thiscall CParticleSystem::CParticleSystem(CParticleSystem *this)

{
  CBaseEdict *this_00;
  CParticleSystem *pCVar1;
  int iVar2;
  CParticleSystem *pCVar3;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CParticleSystem_00caca08;
  pCVar1 = this + 0x584;
  do {
    *(undefined4 *)pCVar1 = 0xffffffff;
    pCVar1 = pCVar1 + 4;
  } while (pCVar1 != this + 0x680);
  pCVar1 = this + 0x484;
  do {
    if (this[0x6c] == (CParticleSystem)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 0076fdc4 to 0076fdc8 has its CatchHandler @ 0076fdf6 */
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CParticleSystem)((byte)this[0x70] | 1);
    }
    pCVar3 = pCVar1 + 1;
    (this + 0x484)[(int)(pCVar1 + (-0x484 - (int)this))] = (CParticleSystem)0xff;
    pCVar1 = pCVar3;
  } while (pCVar3 != this + 0x488);
  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)