L L4D2node

DmxElementUnpackInit<ParticleChildrenInfo_t>

0x00bca100 · 66 bytes · __cdecl

_Z20DmxElementUnpackInitI22ParticleChildrenInfo_tEP27DmxElementUnpackStructure_tPT_

Decompiled

DmxElementUnpackStructure_t * (1 param)

/* DmxElementUnpackStructure_t*
   DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*) */

DmxElementUnpackStructure_t *
DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t *param_1)

{
  int iVar1;
  
  if (DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)::unpack != '\0') {
    return (DmxElementUnpackStructure_t *)
           DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)::unpack;
  }
  iVar1 = __cxa_guard_acquire(&DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)
                               ::unpack);
  if (iVar1 != 0) {
    DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)::unpack._8_4_ = 3;
    __cxa_guard_release(&DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)::
                         unpack);
  }
  return (DmxElementUnpackStructure_t *)
         DmxElementUnpackInit<ParticleChildrenInfo_t>(ParticleChildrenInfo_t*)::unpack;
}

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)