L L4D2node

CParticleCollection::CheckIfOperatorShouldRun

0x00bcb850 · 39 bytes · __thiscall

_ZN19CParticleCollection24CheckIfOperatorShouldRunEPK25CParticleOperatorInstancePf

Decompiled

undefined (3 params)

/* CParticleCollection::CheckIfOperatorShouldRun(CParticleOperatorInstance const*, float*) */

uint __thiscall
CParticleCollection::CheckIfOperatorShouldRun
          (CParticleCollection *this,CParticleOperatorInstance *param_1,float *param_2)

{
  CParticleOperatorInstance CVar1;
  uint uVar2;
  
  CVar1 = param_1[0x3c];
  if (CVar1 == (CParticleOperatorInstance)0x0) {
    uVar2 = CheckIfOperatorShouldRun(this,param_1,param_2);
    return uVar2;
  }
  *param_2 = 1.0;
  return (uint)(byte)CVar1;
}

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)