L L4D2node

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 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)