L L4D2node

CParticleOperatorInstance::CheckForFastPath

0x00bcb880 · 83 bytes · __thiscall

_ZN25CParticleOperatorInstance16CheckForFastPathEv

Decompiled

undefined (1 param)

/* CParticleOperatorInstance::CheckForFastPath() */

void __thiscall CParticleOperatorInstance::CheckForFastPath(CParticleOperatorInstance *this)

{
  if ((((((*(float *)(this + 4) == 0.0) && (*(float *)(this + 0x10) == 0.0)) &&
        (*(float *)(this + 0xc) == 0.0)) &&
       ((*(float *)(this + 0x18) == 0.0 && (*(float *)(this + 0x1c) == 0.0)))) &&
      ((*(float *)(this + 0x34) == 1.0 &&
       ((*(float *)(this + 0x38) == 1.0 && (*(float *)(this + 0x2c) == 1.0)))))) &&
     (*(float *)(this + 0x28) == 1.0)) {
    this[0x3c] = (CParticleOperatorInstance)0x1;
    return;
  }
  this[0x3c] = (CParticleOperatorInstance)0x0;
  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)