L L4D2node

CParticleCollection::InitParticleAttributes

0x00bcbd90 · 285 bytes · __thiscall

_ZN19CParticleCollection22InitParticleAttributesEiii

Decompiled

undefined (4 params)

/* CParticleCollection::InitParticleAttributes(int, int, int) */

void __thiscall
CParticleCollection::InitParticleAttributes
          (CParticleCollection *this,int param_1,int param_2,int param_3)

{
  uint *puVar1;
  int iVar2;
  int iVar3;
  uint uVar4;
  uint *puVar5;
  CParticleCollection *pCVar6;
  int iVar7;
  
  if (param_3 != 0) {
    iVar2 = param_1 + param_2;
    if (param_1 < iVar2) {
LAB_00bcbdc8:
      iVar7 = 1;
      iVar3 = param_1 + 3;
      if (-1 < param_1) {
        iVar3 = param_1;
      }
      uVar4 = 0;
      pCVar6 = this + 0x134;
      do {
        if (((uint)param_3 >> (uVar4 & 0x1f) & 1) == 0) {
joined_r0x00bcbe03:
          if (iVar7 == 0x18) goto LAB_00bcbe68;
        }
        else {
          puVar1 = (uint *)(*(int *)(pCVar6 + -0x60) +
                           ((iVar3 >> 2) * *(int *)pCVar6 + (param_1 & 3U)) * 4);
          if (uVar4 == 0xb) {
            *puVar1 = *(int *)(this + 0x348) + *(int *)(this + 0x340) & 0xfff;
            *(int *)(this + 0x340) = *(int *)(this + 0x340) + 1;
          }
          else {
            if (uVar4 != 8) {
              puVar5 = (uint *)(uVar4 * 0x30 + *(int *)(this + 0x314));
              *puVar1 = *puVar5;
              if (*(int *)pCVar6 == 0xc) {
                puVar1[4] = puVar5[4];
                puVar1[8] = puVar5[8];
              }
              goto joined_r0x00bcbe03;
            }
            *puVar1 = *(uint *)(this + 0x24);
          }
        }
        uVar4 = uVar4 + 1;
        iVar7 = iVar7 + 1;
        pCVar6 = pCVar6 + 4;
      } while( true );
    }
  }
  return;
LAB_00bcbe68:
  param_1 = param_1 + 1;
  if (param_1 == iVar2) {
    return;
  }
  goto LAB_00bcbdc8;
}

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)