CParticleCollection::CParticleCollection
0x00bca9f0 · 62 bytes · __thiscall
_ZN19CParticleCollectionC1Ev
Decompiled
undefined (1 param)
/* CParticleCollection::CParticleCollection() */
void __thiscall CParticleCollection::CParticleCollection(CParticleCollection *this)
{
int iVar1;
CParticleCollection *pCVar2;
pCVar2 = this;
for (iVar1 = 0xe4; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + 4;
}
*(undefined4 *)(this + 0x38) = 0x3d4ccccd;
*(undefined4 *)(this + 0x358) = 0x3f800000;
*(undefined4 *)(this + 0x328) = 1;
*(undefined4 *)(this + 0x60) = 0xffffffff;
*(undefined4 *)(this + 0x5c) = 0xffffffff;
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.