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 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.