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 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.