L L4D2node

CParticleCollection::LinkIntoDefList

0x00bcab00 · 65 bytes · __thiscall

_ZN19CParticleCollection15LinkIntoDefListEv

Decompiled

undefined (1 param)

/* CParticleCollection::LinkIntoDefList() */

void __thiscall CParticleCollection::LinkIntoDefList(CParticleCollection *this)

{
  *(int *)(*(int *)(this + 0x48) + 0x274) = *(int *)(*(int *)(this + 0x48) + 0x274) + 1;
  *(undefined4 *)(this + 0x37c) = 0;
  *(undefined4 *)(this + 0x378) = *(undefined4 *)(*(int *)(this + 0x48) + 0x158);
  *(CParticleCollection **)(*(int *)(this + 0x48) + 0x158) = this;
  if (*(int *)(this + 0x378) != 0) {
    *(CParticleCollection **)(*(int *)(this + 0x378) + 0x37c) = this;
  }
  return;
}

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)