CParticleCollection::ComputeUsesFullFrameBufferTexture
0x00bcb210 · 70 bytes · __thiscall
_ZN19CParticleCollection33ComputeUsesFullFrameBufferTextureEv
Decompiled
undefined (1 param)
/* CParticleCollection::ComputeUsesFullFrameBufferTexture() */
uint __thiscall CParticleCollection::ComputeUsesFullFrameBufferTexture(CParticleCollection *this)
{
int iVar1;
byte bVar2;
uint uVar3;
if (*(CParticleSystemDefinition **)(this + 0x48) != (CParticleSystemDefinition *)0x0) {
uVar3 = CParticleSystemDefinition::UsesFullFrameBufferTexture
(*(CParticleSystemDefinition **)(this + 0x48));
if ((char)uVar3 != '\0') {
return uVar3;
}
for (iVar1 = *(int *)(this + 0x90); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x70)) {
bVar2 = *(byte *)(iVar1 + 0x32c) >> 6;
if ((bVar2 & 1) != 0) {
return bVar2 & 1;
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.