CParticleCollection::ComputeIsBatchable
0x00bcb400 · 149 bytes · __thiscall
_ZN19CParticleCollection18ComputeIsBatchableEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CParticleCollection::ComputeIsBatchable() */
char __thiscall CParticleCollection::ComputeIsBatchable(CParticleCollection *this)
{
int iVar1;
int *piVar2;
char cVar3;
int iVar4;
int iVar5;
iVar4 = *(int *)(this + 0x48);
if ((iVar4 != 0) && (iVar1 = *(int *)(iVar4 + 0x328), 0 < iVar1)) {
iVar5 = 0;
while( true ) {
if (iVar4 == 0) {
cVar3 = (**(code **)(_DAT_00000000 + 0x2c))(0);
}
else {
piVar2 = *(int **)(*(int *)(iVar4 + 0x31c) + iVar5 * 4);
cVar3 = (**(code **)(*piVar2 + 0x2c))(piVar2);
}
if (cVar3 == '\0') goto LAB_00bcb460;
iVar5 = iVar5 + 1;
if (iVar5 == iVar1) break;
iVar4 = *(int *)(this + 0x48);
}
}
iVar4 = *(int *)(this + 0x90);
cVar3 = '\x01';
if (iVar4 != 0) {
cVar3 = -(*(char *)(iVar4 + 0x32c) >> 7);
if (cVar3 != '\0') {
do {
iVar4 = *(int *)(iVar4 + 0x70);
if (iVar4 == 0) {
return cVar3;
}
} while (*(char *)(iVar4 + 0x32c) < '\0');
}
LAB_00bcb460:
cVar3 = '\0';
}
return cVar3;
}
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.