L L4D2node

CParticleSystemDefinition::UsesPowerOfTwoFrameBufferTexture

0x00bca3d0 · 51 bytes · __thiscall

_ZN25CParticleSystemDefinition32UsesPowerOfTwoFrameBufferTextureEv

Decompiled

undefined (1 param)

/* CParticleSystemDefinition::UsesPowerOfTwoFrameBufferTexture() */

undefined4 __thiscall
CParticleSystemDefinition::UsesPowerOfTwoFrameBufferTexture(CParticleSystemDefinition *this)

{
  int *piVar1;
  undefined4 uVar2;
  
  if (g_pMaterialSystem != 0) {
    piVar1 = *(int **)(this + 0x144);
    uVar2 = 0;
    if (piVar1 != (int *)0x0) {
      uVar2 = (**(code **)(*piVar1 + 0x60))(piVar1,0);
    }
    return uVar2;
  }
  return 0;
}

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)