L L4D2node

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 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)