L L4D2node

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 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)