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 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.