L L4D2node

CParticleSystem::InputStart

0x00770130 · 23 bytes · __cdecl

_ZN15CParticleSystem10InputStartER11inputdata_t

Decompiled

undefined (1 param)

/* CParticleSystem::InputStart(inputdata_t&) */

void CParticleSystem::InputStart(inputdata_t *param_1)

{
  if (param_1[0x448] != (inputdata_t)0x0) {
    return;
  }
  StartParticleSystem((CParticleSystem *)param_1);
  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)