L L4D2node

CParticleCollection::SystemContainsParticlesWithBoolSet

0x00bcb0a0 · 75 bytes · __thiscall

_ZNK19CParticleCollection34SystemContainsParticlesWithBoolSetEMS_b

Decompiled

undefined (2 params)

/* CParticleCollection::SystemContainsParticlesWithBoolSet(bool CParticleCollection::*) const */

uint __thiscall
CParticleCollection::SystemContainsParticlesWithBoolSet(CParticleCollection *this,bool *param_1)

{
  uint uVar1;
  CParticleCollection *this_00;
  
  if ((*(int *)(this + 0x30) == 0) ||
     (uVar1 = (uint)(byte)this[(int)param_1], this[(int)param_1] == (CParticleCollection)0x0)) {
    this_00 = *(CParticleCollection **)(this + 0x90);
    if (this_00 == (CParticleCollection *)0x0) {
      uVar1 = 0;
    }
    else {
      do {
        uVar1 = SystemContainsParticlesWithBoolSet(this_00,param_1);
        if ((char)uVar1 != '\0') {
          return uVar1;
        }
        this_00 = *(CParticleCollection **)(this_00 + 0x70);
      } while (this_00 != (CParticleCollection *)0x0);
    }
  }
  return uVar1;
}

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)