L L4D2node

CParticleCollection::LabelTextureUsage

0x00bcb160 · 85 bytes · __thiscall

_ZN19CParticleCollection17LabelTextureUsageEv

Decompiled

undefined (1 param)

/* CParticleCollection::LabelTextureUsage() */

void __thiscall CParticleCollection::LabelTextureUsage(CParticleCollection *this)

{
  CParticleCollection *this_00;
  CParticleCollection CVar1;
  
  if (*(CParticleSystemDefinition **)(this + 0x48) != (CParticleSystemDefinition *)0x0) {
    CVar1 = (CParticleCollection)
            CParticleSystemDefinition::UsesPowerOfTwoFrameBufferTexture
                      (*(CParticleSystemDefinition **)(this + 0x48));
    this[0x32d] = CVar1;
    CVar1 = (CParticleCollection)
            CParticleSystemDefinition::UsesFullFrameBufferTexture
                      (*(CParticleSystemDefinition **)(this + 0x48));
    this[0x32e] = CVar1;
  }
  for (this_00 = *(CParticleCollection **)(this + 0x90); this_00 != (CParticleCollection *)0x0;
      this_00 = *(CParticleCollection **)(this_00 + 0x70)) {
    LabelTextureUsage(this_00);
  }
  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)