CParticleSystem::ReadControlPointEnts
0x0076fe70 · 276 bytes · __thiscall
_ZN15CParticleSystem20ReadControlPointEntsEv
Decompiled
undefined (1 param)
/* CParticleSystem::ReadControlPointEnts() */
void __thiscall CParticleSystem::ReadControlPointEnts(CParticleSystem *this)
{
CBaseEdict *this_00;
int *piVar1;
undefined4 *puVar2;
int iVar3;
undefined1 *puVar4;
undefined1 *puVar5;
CParticleSystem *__s1;
undefined4 local_20 [4];
__s1 = this + 0x584;
do {
if (*(char **)(__s1 + -0xfc) != (char *)0x0) {
piVar1 = (int *)CGlobalEntityList::FindEntityGeneric
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
*(char **)(__s1 + -0xfc),(CBaseEntity *)this,(CBaseEntity *)0x0,
(CBaseEntity *)0x0);
if (piVar1 == (int *)0x0) {
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(__s1 + -0xfc) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(__s1 + -0xfc);
}
puVar4 = *(undefined1 **)(this + 0x154);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
Warning("Particle system %s could not find control point entity (%s)\n",puVar4,puVar5);
}
else {
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
local_20[0] = *puVar2;
iVar3 = memcmp(__s1,local_20,4);
if (iVar3 != 0) {
if (this[0x6c] == (CParticleSystem)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CParticleSystem)((byte)this[0x70] | 1);
}
*(undefined4 *)__s1 = local_20[0];
}
}
}
__s1 = __s1 + 4;
} while (__s1 != this + 0x680);
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.