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 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.