L L4D2node

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 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)