CParticleCollection::CopyInitialAttributeValues
0x00bcbec0 · 251 bytes · __thiscall
_ZN19CParticleCollection26CopyInitialAttributeValuesEii
Decompiled
undefined (3 params)
/* CParticleCollection::CopyInitialAttributeValues(int, int) */
void __thiscall
CParticleCollection::CopyInitialAttributeValues(CParticleCollection *this,int param_1,int param_2)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
uint uVar5;
CParticleCollection *pCVar6;
CParticleCollection *pCVar7;
uint uVar8;
uVar8 = *(uint *)(this + 0xd0);
if (uVar8 != 0) {
iVar3 = param_1 + param_2;
if (param_1 < iVar3) {
while( true ) {
iVar4 = param_1 + 3;
if (-1 < param_1) {
iVar4 = param_1;
}
uVar5 = 0;
pCVar6 = this + 0x194;
pCVar7 = this + 0x134;
while( true ) {
if ((uVar8 >> (uVar5 & 0x1f) & 1) != 0) {
puVar1 = (undefined4 *)
(*(int *)(pCVar7 + -0x60) +
(*(int *)pCVar7 * (iVar4 >> 2) + (param_1 & 3U)) * 4);
puVar2 = (undefined4 *)
(*(int *)pCVar6 + ((iVar4 >> 2) * *(int *)(pCVar6 + 0x60) + (param_1 & 3U)) * 4
);
*puVar2 = *puVar1;
if (*(int *)pCVar7 == 0xc) {
puVar2[4] = puVar1[4];
puVar2[8] = puVar1[8];
}
}
if (uVar5 == 0x17) break;
pCVar7 = pCVar7 + 4;
pCVar6 = pCVar6 + 4;
uVar5 = uVar5 + 1;
uVar8 = *(uint *)(this + 0xd0);
}
param_1 = param_1 + 1;
if (param_1 == iVar3) break;
uVar8 = *(uint *)(this + 0xd0);
}
}
}
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.