CParticleCollection::DependsOnSystem
0x00bcaa80 · 98 bytes · __thiscall
_ZNK19CParticleCollection15DependsOnSystemEPKc
Decompiled
undefined (2 params)
/* CParticleCollection::DependsOnSystem(char const*) const */
undefined4 __thiscall CParticleCollection::DependsOnSystem(CParticleCollection *this,char *param_1)
{
CParticleCollection *this_00;
char cVar1;
if (*(int *)(this + 0x48) != 0) {
cVar1 = CUtlString::operator==((CUtlString *)(*(int *)(this + 0x48) + 0x2f8),param_1);
if (cVar1 != '\0') {
return 1;
}
for (this_00 = *(CParticleCollection **)(this + 0x90); this_00 != (CParticleCollection *)0x0;
this_00 = *(CParticleCollection **)(this_00 + 0x70)) {
cVar1 = DependsOnSystem(this_00,param_1);
if (cVar1 != '\0') {
return 1;
}
}
}
return 0;
}
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.