L L4D2node

CParticleSystem::SetControlPointValue

0x00770150 · 261 bytes · __thiscall

_ZN15CParticleSystem20SetControlPointValueEiRK6Vector

Decompiled

undefined (3 params)

/* CParticleSystem::SetControlPointValue(int, Vector const&) */

undefined4 __thiscall
CParticleSystem::SetControlPointValue(CParticleSystem *this,int param_1,Vector *param_2)

{
  CParticleSystem *pCVar1;
  CParticleSystem CVar2;
  CBaseEdict *pCVar3;
  CParticleSystem CVar4;
  int iVar5;
  int iVar6;
  
  iVar6 = 0;
  do {
    if ((uint)(byte)this[iVar6 + 0x484] == param_1) {
      if (this[0x6c] == (CParticleSystem)0x0) goto LAB_007701aa;
LAB_00770240:
      this[0x70] = (CParticleSystem)((byte)this[0x70] | 1);
LAB_007701c5:
      pCVar1 = this + iVar6 * 0xc + 0x454;
      *(undefined4 *)pCVar1 = *(undefined4 *)param_2;
      *(undefined4 *)(pCVar1 + 4) = *(undefined4 *)(param_2 + 4);
      *(undefined4 *)(pCVar1 + 8) = *(undefined4 *)(param_2 + 8);
      return 1;
    }
    if (this[iVar6 + 0x484] == (CParticleSystem)0xff) {
      CVar4 = SUB41(param_1,0);
      if (this[0x6c] == (CParticleSystem)0x0) {
        pCVar3 = *(CBaseEdict **)(this + 0x30);
        if (pCVar3 == (CBaseEdict *)0x0) {
          this[iVar6 + 0x484] = CVar4;
        }
        else {
          *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
          *(undefined2 *)(iVar5 + 2) = 0;
          CVar2 = this[0x6c];
          this[iVar6 + 0x484] = CVar4;
          if (CVar2 != (CParticleSystem)0x0) goto LAB_00770240;
        }
LAB_007701aa:
        pCVar3 = *(CBaseEdict **)(this + 0x30);
        if (pCVar3 != (CBaseEdict *)0x0) {
          *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
        goto LAB_007701c5;
      }
      this[iVar6 + 0x484] = CVar4;
      goto LAB_00770240;
    }
    iVar6 = iVar6 + 1;
    if (iVar6 == 4) {
      Warning("No free server controlled control points.\n");
      return 0;
    }
  } while( true );
}

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)