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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.