L L4D2node

CParticleCollection::ComputeUsesPowerOfTwoFrameBufferTexture

0x00bcb1c0 · 70 bytes · __thiscall

_ZN19CParticleCollection39ComputeUsesPowerOfTwoFrameBufferTextureEv

Decompiled

undefined (1 param)

/* CParticleCollection::ComputeUsesPowerOfTwoFrameBufferTexture() */

uint __thiscall
CParticleCollection::ComputeUsesPowerOfTwoFrameBufferTexture(CParticleCollection *this)

{
  int iVar1;
  byte bVar2;
  uint uVar3;
  
  if (*(CParticleSystemDefinition **)(this + 0x48) != (CParticleSystemDefinition *)0x0) {
    uVar3 = CParticleSystemDefinition::UsesPowerOfTwoFrameBufferTexture
                      (*(CParticleSystemDefinition **)(this + 0x48));
    if ((char)uVar3 != '\0') {
      return uVar3;
    }
    for (iVar1 = *(int *)(this + 0x90); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x70)) {
      bVar2 = *(byte *)(iVar1 + 0x32c) >> 5;
      if ((bVar2 & 1) != 0) {
        return bVar2 & 1;
      }
    }
  }
  return 0;
}

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)