CParticleSystem::StartParticleSystem
0x0076ffa0 · 156 bytes · __thiscall
_ZN15CParticleSystem19StartParticleSystemEv.part.28
Decompiled
undefined (1 param)
/* CParticleSystem::StartParticleSystem() [clone .part.28] */
void __thiscall CParticleSystem::StartParticleSystem(CParticleSystem *this)
{
float fVar1;
CBaseEdict *pCVar2;
CParticleSystem *in_EAX;
int iVar3;
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(in_EAX + 0x450)) {
if (in_EAX[0x6c] == (CParticleSystem)0x0) {
pCVar2 = *(CBaseEdict **)(in_EAX + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
in_EAX[0x70] = (CParticleSystem)((byte)in_EAX[0x70] | 1);
}
*(float *)(in_EAX + 0x450) = fVar1;
}
if (in_EAX[0x448] != (CParticleSystem)0x1) {
if (in_EAX[0x6c] == (CParticleSystem)0x0) {
pCVar2 = *(CBaseEdict **)(in_EAX + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
in_EAX[0x70] = (CParticleSystem)((byte)in_EAX[0x70] | 1);
}
in_EAX[0x448] = (CParticleSystem)0x1;
}
ReadControlPointEnts(in_EAX);
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.