L L4D2node

CParticleCollection::VisualizeOperator

0x00bcb530 · 136 bytes · __thiscall

_ZN19CParticleCollection17VisualizeOperatorEPK10UniqueId_t

Decompiled

undefined (2 params)

/* CParticleCollection::VisualizeOperator(UniqueId_t const*) */

void __thiscall
CParticleCollection::VisualizeOperator(CParticleCollection *this,UniqueId_t *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  *(undefined4 *)(this + 0x380) = 0;
  if ((param_1 != (UniqueId_t *)0x0) &&
     (*(CParticleSystemDefinition **)(this + 0x48) != (CParticleSystemDefinition *)0x0)) {
    iVar1 = CParticleSystemDefinition::FindOperatorById
                      (*(CParticleSystemDefinition **)(this + 0x48),3,param_1);
    *(int *)(this + 0x380) = iVar1;
    if (iVar1 == 0) {
      iVar1 = CParticleSystemDefinition::FindOperatorById
                        (*(CParticleSystemDefinition **)(this + 0x48),2,param_1);
      *(int *)(this + 0x380) = iVar1;
      if (iVar1 == 0) {
        uVar2 = CParticleSystemDefinition::FindOperatorById
                          (*(CParticleSystemDefinition **)(this + 0x48),1,param_1);
        *(undefined4 *)(this + 0x380) = uVar2;
      }
    }
  }
  return;
}

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)