L L4D2node

CParticleSystemDefinition::CacheSheetSymbol

0x00bca390 · 28 bytes · __thiscall

_ZN25CParticleSystemDefinition16CacheSheetSymbolE10CUtlSymbol

Decompiled

undefined (2 params)

/* CParticleSystemDefinition::CacheSheetSymbol(CUtlSymbol) */

void __thiscall
CParticleSystemDefinition::CacheSheetSymbol(CParticleSystemDefinition *this,undefined2 *param_2)

{
  undefined2 uVar1;
  
  uVar1 = *param_2;
  this[0x2c1] = (CParticleSystemDefinition)0x1;
  *(undefined2 *)(this + 700) = uVar1;
  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)