L L4D2node

CParticleCollection::UsesPowerOfTwoFrameBufferTexture

0x00bcb100 · 43 bytes · __thiscall

_ZNK19CParticleCollection32UsesPowerOfTwoFrameBufferTextureEb

Decompiled

undefined (2 params)

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

void __thiscall
CParticleCollection::UsesPowerOfTwoFrameBufferTexture(CParticleCollection *this,bool param_1)

{
  if ((((byte)this[0x32c] >> 5 & 1) != 0) && (param_1)) {
    SystemContainsParticlesWithBoolSet(this,(bool *)0x32d);
    return;
  }
  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)