L L4D2node

CParticleSystemDefinition::GetOperatorList

0x00bca670 · 82 bytes · __thiscall

_ZN25CParticleSystemDefinition15GetOperatorListE22ParticleFunctionType_t

Decompiled

undefined (2 params)

/* CParticleSystemDefinition::GetOperatorList(ParticleFunctionType_t) */

CParticleSystemDefinition * __thiscall
CParticleSystemDefinition::GetOperatorList(CParticleSystemDefinition *this,undefined4 param_2)

{
  switch(param_2) {
  case 0:
    return this + 0x31c;
  case 1:
    return this + 0x308;
  case 2:
    return this + 0x330;
  case 3:
    return this + 0x344;
  default:
    return (CParticleSystemDefinition *)0x0;
  case 5:
    return this + 0x358;
  case 6:
    return this + 0x36c;
  }
}

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)