L L4D2node

CParticleSystemDefinition::UnlinkAllCollections

0x00bcabc0 · 48 bytes · __thiscall

_ZN25CParticleSystemDefinition20UnlinkAllCollectionsEv

Decompiled

undefined (1 param)

/* CParticleSystemDefinition::UnlinkAllCollections() */

void __thiscall CParticleSystemDefinition::UnlinkAllCollections(CParticleSystemDefinition *this)

{
  CParticleCollection *this_00;
  
  this_00 = *(CParticleCollection **)(this + 0x158);
  while (this_00 != (CParticleCollection *)0x0) {
    CParticleCollection::UnlinkFromDefList(this_00);
    this_00 = *(CParticleCollection **)(this + 0x158);
  }
  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)