L L4D2node

CParticleSystemDefinition::IsSheetSymbolCached

0x00bca3b0 · 15 bytes · __thiscall

_ZNK25CParticleSystemDefinition19IsSheetSymbolCachedEv

Decompiled

undefined (1 param)

/* CParticleSystemDefinition::IsSheetSymbolCached() const */

CParticleSystemDefinition __thiscall
CParticleSystemDefinition::IsSheetSymbolCached(CParticleSystemDefinition *this)

{
  return this[0x2c1];
}

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)