L L4D2node

CParticleCollection::UnlinkFromDefList

0x00bcab50 · 107 bytes · __thiscall

_ZN19CParticleCollection17UnlinkFromDefListEv

Decompiled

undefined (1 param)

/* CParticleCollection::UnlinkFromDefList() */

void __thiscall CParticleCollection::UnlinkFromDefList(CParticleCollection *this)

{
  int *piVar1;
  
  if (*(int *)(this + 0x48) != 0) {
    piVar1 = (int *)(*(int *)(this + 0x48) + 0x274);
    *piVar1 = *piVar1 + -1;
    if (this == *(CParticleCollection **)(*(int *)(this + 0x48) + 0x158)) {
      *(undefined4 *)(*(int *)(this + 0x48) + 0x158) = *(undefined4 *)(this + 0x378);
    }
    else {
      *(undefined4 *)(*(int *)(this + 0x37c) + 0x378) = *(undefined4 *)(this + 0x378);
    }
    if (*(int *)(this + 0x378) != 0) {
      *(undefined4 *)(*(int *)(this + 0x378) + 0x37c) = *(undefined4 *)(this + 0x37c);
    }
    *(undefined4 *)(this + 0x37c) = 0;
    *(undefined4 *)(this + 0x378) = 0;
  }
  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)