CParticleCollection::ContainsOpaqueCollections
0x00bcb260 · 100 bytes · __thiscall
_ZN19CParticleCollection25ContainsOpaqueCollectionsEv
Decompiled
undefined (1 param)
/* CParticleCollection::ContainsOpaqueCollections() */
undefined4 __thiscall CParticleCollection::ContainsOpaqueCollections(CParticleCollection *this)
{
int iVar1;
CParticleCollection *this_00;
int *piVar2;
char cVar3;
iVar1 = *(int *)(this + 0x48);
if (iVar1 != 0) {
if ((((*(byte *)(iVar1 + 0x41e) & 1) != 0) &&
(piVar2 = *(int **)(iVar1 + 0x144), piVar2 != (int *)0x0)) &&
(cVar3 = (**(code **)(*piVar2 + 0x44))(piVar2), cVar3 == '\0')) {
return 1;
}
for (this_00 = *(CParticleCollection **)(this + 0x90); this_00 != (CParticleCollection *)0x0;
this_00 = *(CParticleCollection **)(this_00 + 0x70)) {
cVar3 = ContainsOpaqueCollections(this_00);
if (cVar3 != '\0') {
return 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.