L L4D2node

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 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)