CParticleCollection::UpdatePrevControlPoints
0x00bcbc20 · 98 bytes · __thiscall
_ZN19CParticleCollection23UpdatePrevControlPointsEf
Decompiled
undefined (2 params)
/* CParticleCollection::UpdatePrevControlPoints(float) */
void __thiscall
CParticleCollection::UpdatePrevControlPoints(CParticleCollection *this,float param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
iVar3 = 0;
*(float *)(this + 0x38) = param_1;
if (-1 < *(int *)(this + 0xb0)) {
do {
iVar1 = *(int *)(this + 100) + -1;
if (iVar3 <= *(int *)(this + 100) + -1) {
iVar1 = iVar3;
}
iVar3 = iVar3 + 1;
puVar2 = (undefined4 *)(iVar1 * 0x5c + *(int *)(this + 0x68));
puVar2[3] = *puVar2;
puVar2[4] = puVar2[1];
puVar2[5] = puVar2[2];
} while (iVar3 <= *(int *)(this + 0xb0));
}
*(uint *)(this + 0x328) = *(uint *)(this + 0x328) | 2;
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.