L L4D2node

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 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)