L L4D2node

CParticleCollection::SkipToTime

0x00bcbc90 · 238 bytes · __thiscall

_ZN19CParticleCollection10SkipToTimeEf

Decompiled

undefined (2 params)

/* CParticleCollection::SkipToTime(float) */

void __thiscall CParticleCollection::SkipToTime(CParticleCollection *this,float param_1)

{
  int iVar1;
  float *pfVar2;
  int iVar3;
  int *piVar4;
  int iVar5;
  CParticleCollection *this_00;
  int iVar6;
  
  if (*(float *)(this + 0x24) < param_1) {
    iVar5 = 0;
    UpdatePrevControlPoints(this,param_1 - *(float *)(this + 0x24));
    iVar6 = *(int *)(this + 0x48);
    *(uint *)(this + 0x328) = *(uint *)(this + 0x328) & 0xfffffffe;
    *(float *)(this + 0x10) = param_1;
    *(float *)(this + 0x14) = param_1;
    *(float *)(this + 0x18) = param_1;
    *(float *)(this + 0x1c) = param_1;
    *(float *)(this + 0x24) = param_1;
    iVar3 = *(int *)(iVar6 + 0x350);
    if (0 < iVar3) {
      while( true ) {
        piVar4 = *(int **)(*(int *)(iVar6 + 0x344) + iVar5 * 4);
        iVar1 = iVar5 * 4;
        iVar5 = iVar5 + 1;
        (**(code **)(*piVar4 + 0x74))
                  (piVar4,param_1,this,
                   *(int *)(this + 0x6c) + *(int *)(*(int *)(iVar6 + 0x3d0) + iVar1));
        if (iVar5 == iVar3) break;
        iVar6 = *(int *)(this + 0x48);
      }
    }
    this_00 = *(CParticleCollection **)(this + 0x90);
    iVar6 = 0;
    if (this_00 != (CParticleCollection *)0x0) {
      do {
        pfVar2 = (float *)(*(int *)(*(int *)(this + 0x48) + 0x380) + 0x18 + iVar6);
        iVar6 = iVar6 + 0x1c;
        SkipToTime(this_00,param_1 - *pfVar2);
        this_00 = *(CParticleCollection **)(this_00 + 0x70);
      } while (this_00 != (CParticleCollection *)0x0);
      return;
    }
  }
  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)