L L4D2node

CParticleSystemDefinition::SetupContextData

0x00bca450 · 524 bytes · __thiscall

_ZN25CParticleSystemDefinition16SetupContextDataEv

Decompiled

undefined (1 param)

/* CParticleSystemDefinition::SetupContextData() */

void __thiscall CParticleSystemDefinition::SetupContextData(CParticleSystemDefinition *this)

{
  int iVar1;
  CParticleSystemDefinition *pCVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  int iVar6;
  size_t __size;
  void *pvVar7;
  int iVar8;
  int local_60;
  CParticleSystemDefinition *local_54;
  int local_50;
  CParticleSystemDefinition *local_4c [4];
  CParticleSystemDefinition *local_3c;
  CParticleSystemDefinition *local_38;
  CParticleSystemDefinition *local_34 [4];
  CParticleSystemDefinition *local_24;
  CParticleSystemDefinition *local_20;
  
  local_60 = 0;
  local_54 = this + 0x308;
  *(undefined4 *)(this + 0x2c4) = 0;
  local_4c[0] = local_54;
  local_4c[1] = this + 0x31c;
  local_4c[2] = this + 0x330;
  local_4c[3] = this + 0x344;
  local_3c = this + 0x358;
  local_38 = this + 0x36c;
  local_34[0] = this + 0x394;
  local_34[1] = this + 0x3a8;
  local_34[2] = this + 0x3bc;
  local_34[3] = this + 0x3d0;
  local_24 = this + 0x3e4;
  local_20 = this + 0x3f8;
  do {
    iVar1 = *(int *)(local_54 + 0xc);
    if (0 < iVar1) {
      local_50 = 0;
      pCVar2 = local_34[local_60];
      do {
        iVar3 = *(int *)(pCVar2 + 0xc);
        iVar4 = *(int *)(pCVar2 + 4);
        iVar8 = iVar3 + 1;
        if (iVar4 < iVar8) {
          iVar6 = *(int *)(pCVar2 + 8);
          if (iVar6 < 0) goto LAB_00bca519;
          if (iVar6 == 0) {
            if (iVar4 == 0) {
              if (iVar8 < 9) {
                iVar6 = 8;
                goto LAB_00bca5ef;
              }
              iVar4 = 8;
            }
            do {
              iVar6 = iVar4;
              iVar4 = iVar6 * 2;
            } while (iVar4 < iVar8);
            pvVar7 = *(void **)pCVar2;
            *(int *)(pCVar2 + 4) = iVar4;
            __size = iVar6 << 3;
            if (pvVar7 == (void *)0x0) goto LAB_00bca645;
LAB_00bca5fe:
            pvVar7 = realloc(pvVar7,__size);
            *(void **)pCVar2 = pvVar7;
            iVar8 = *(int *)(pCVar2 + 0xc) + 1;
          }
          else {
            for (iVar6 = (iVar3 / iVar6 + 1) * iVar6; iVar6 < iVar8; iVar6 = (iVar6 + iVar8) / 2) {
            }
LAB_00bca5ef:
            pvVar7 = *(void **)pCVar2;
            *(int *)(pCVar2 + 4) = iVar6;
            __size = iVar6 << 2;
            if (pvVar7 != (void *)0x0) goto LAB_00bca5fe;
LAB_00bca645:
            pvVar7 = malloc(__size);
            *(void **)pCVar2 = pvVar7;
          }
        }
        else {
LAB_00bca519:
          pvVar7 = *(void **)pCVar2;
        }
        *(int *)(pCVar2 + 0xc) = iVar8;
        iVar4 = iVar3 * 4;
        iVar8 = (iVar8 - iVar3) + -1;
        *(void **)(pCVar2 + 0x10) = pvVar7;
        if (0 < iVar8) {
          _V_memmove((void *)((int)pvVar7 + iVar4 + 4),(void *)((int)pvVar7 + iVar4),iVar8 * 4);
          pvVar7 = *(void **)pCVar2;
        }
        if ((undefined4 *)((int)pvVar7 + iVar4) != (undefined4 *)0x0) {
          *(undefined4 *)((int)pvVar7 + iVar4) = *(undefined4 *)(this + 0x2c4);
        }
        piVar5 = *(int **)(*(int *)local_54 + local_50 * 4);
        iVar8 = (**(code **)(*piVar5 + 4))(piVar5);
        local_50 = local_50 + 1;
        *(uint *)(this + 0x2c4) = iVar8 + 0xf + *(int *)(this + 0x2c4) & 0xfffffff0;
      } while (local_50 != iVar1);
    }
    local_60 = local_60 + 1;
    if (local_60 == 6) {
      return;
    }
    local_54 = local_4c[local_60];
  } 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)