L L4D2node

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 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)