L L4D2node

CParticleCollection::ComputeIsTranslucent

0x00bcb320 · 125 bytes · __thiscall

_ZN19CParticleCollection20ComputeIsTranslucentEv

Decompiled

undefined (1 param)

/* CParticleCollection::ComputeIsTranslucent() */

uint __thiscall CParticleCollection::ComputeIsTranslucent(CParticleCollection *this)

{
  int *piVar1;
  byte bVar2;
  uint uVar3;
  int iVar4;
  byte bVar5;
  
  iVar4 = *(int *)(this + 0x48);
  if (iVar4 != 0) {
    if ((((*(byte *)(iVar4 + 0x41e) & 1) != 0) &&
        (piVar1 = *(int **)(iVar4 + 0x144), piVar1 != (int *)0x0)) &&
       (uVar3 = (**(code **)(*piVar1 + 0x44))(piVar1), (char)uVar3 != '\0')) {
      return uVar3;
    }
    iVar4 = *(int *)(this + 0x90);
    if (iVar4 != 0) {
      bVar2 = *(byte *)(iVar4 + 0x32c) >> 3;
      if ((bVar2 & 1) == 0) {
        while (iVar4 = *(int *)(iVar4 + 0x70), iVar4 != 0) {
          bVar5 = *(byte *)(iVar4 + 0x32c) >> 3;
          if ((bVar5 & 1) != 0) {
            return bVar5 & 1;
          }
        }
      }
      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)