L L4D2node

CParticleCollection::IsFullyValid

0x00bcaa30 · 69 bytes · __thiscall

_ZNK19CParticleCollection12IsFullyValidEv

Decompiled

undefined (1 param)

/* CParticleCollection::IsFullyValid() const */

undefined4 __thiscall CParticleCollection::IsFullyValid(CParticleCollection *this)

{
  undefined4 uVar1;
  CParticleCollection *this_00;
  
  if (*(int *)(this + 0x48) == 0) {
    return 0;
  }
  this_00 = *(CParticleCollection **)(this + 0x90);
  if (this_00 == (CParticleCollection *)0x0) {
    uVar1 = 1;
  }
  else {
    do {
      uVar1 = IsFullyValid(this_00);
      if ((char)uVar1 == '\0') {
        return uVar1;
      }
      this_00 = *(CParticleCollection **)(this_00 + 0x70);
    } while (this_00 != (CParticleCollection *)0x0);
  }
  return uVar1;
}

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)