L L4D2node

CParticleCollection::GetRendererContext

0x00bcb500 · 34 bytes · __thiscall

_ZN19CParticleCollection18GetRendererContextEi

Decompiled

undefined (2 params)

/* CParticleCollection::GetRendererContext(int) */

int __thiscall CParticleCollection::GetRendererContext(CParticleCollection *this,int param_1)

{
  if (*(int *)(this + 0x48) != 0) {
    return *(int *)(this + 0x6c) + *(int *)(*(int *)(*(int *)(this + 0x48) + 0x3a8) + param_1 * 4);
  }
  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)