L L4D2node

CParticleSystemDefinition::FindOperatorById

0x00bca6f0 · 184 bytes · __thiscall

_ZN25CParticleSystemDefinition16FindOperatorByIdE22ParticleFunctionType_tRK10UniqueId_t

Decompiled

undefined (3 params)

/* CParticleSystemDefinition::FindOperatorById(ParticleFunctionType_t, UniqueId_t const&) */

undefined4 __thiscall
CParticleSystemDefinition::FindOperatorById
          (CParticleSystemDefinition *this,undefined4 param_2,UniqueId_t *param_3)

{
  int iVar1;
  char cVar2;
  int iVar3;
  
  switch(param_2) {
  case 0:
    this = this + 0x31c;
    break;
  case 1:
    this = this + 0x308;
    break;
  case 2:
    this = this + 0x330;
    break;
  case 3:
    this = this + 0x344;
    break;
  default:
    goto switchD_00bca701_caseD_4;
  case 5:
    this = this + 0x358;
    break;
  case 6:
    this = this + 0x36c;
  }
  if ((this != (CParticleSystemDefinition *)0x0) && (iVar1 = *(int *)(this + 0xc), 0 < iVar1)) {
    iVar3 = 0;
    do {
      cVar2 = IsUniqueIdEqual(param_3,(UniqueId_t *)(*(int *)(*(int *)this + iVar3 * 4) + 0x44));
      if (cVar2 != '\0') {
        return *(undefined4 *)(*(int *)this + iVar3 * 4);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
switchD_00bca701_caseD_4:
  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)