L L4D2node

CParticleCollection::SimulateFirstFrame

0x00bcc430 · 329 bytes · __thiscall

_ZN19CParticleCollection18SimulateFirstFrameEv

Decompiled

undefined (1 param)

/* CParticleCollection::SimulateFirstFrame() */

void __thiscall CParticleCollection::SimulateFirstFrame(CParticleCollection *this)

{
  CParticleCollection *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  CParticleCollection *this_00;
  CParticleOperatorInstance *in_stack_ffffffb8;
  float *in_stack_ffffffbc;
  float *local_20;
  
  *(undefined4 *)(this + 0x28) = 0x65a96816;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x330) = 0;
  if (((byte)this[0x328] & 2) == 0) {
    in_stack_ffffffb8 = (CParticleOperatorInstance *)0x3d4ccccd;
    UpdatePrevControlPoints(this,0.05);
  }
  *(undefined4 *)(this + 0x34c) = 0;
  iVar3 = *(int *)(this + 0x48);
  iVar4 = *(int *)(iVar3 + 0x314);
  if (0 < iVar4) {
    iVar5 = 0;
    do {
      pCVar1 = *(CParticleCollection **)(*(int *)(iVar3 + 0x308) + iVar5 * 4);
      this_00 = pCVar1;
      cVar2 = (**(code **)(*(int *)pCVar1 + 0x70))();
      if (cVar2 != '\0') {
        if (pCVar1[0x3c] == (CParticleCollection)0x0) {
          cVar2 = CheckIfOperatorShouldRun(this_00,in_stack_ffffffb8,in_stack_ffffffbc);
          if (cVar2 == '\0') goto LAB_00bcc4d5;
        }
        else {
          local_20 = (float *)0x3f800000;
        }
        in_stack_ffffffbc = local_20;
        (**(code **)(*(int *)pCVar1 + 0x24))
                  (pCVar1,this,local_20,
                   *(int *)(this + 0x6c) +
                   *(int *)(*(int *)(*(int *)(this + 0x48) + 0x394) + iVar5 * 4));
        in_stack_ffffffb8 = (CParticleOperatorInstance *)0x3d4ccccd;
        UpdatePrevControlPoints(this,0.05);
      }
LAB_00bcc4d5:
      iVar5 = iVar5 + 1;
      iVar3 = *(int *)(this + 0x48);
      *(int *)(this + 0x34c) = *(int *)(this + 0x34c) + 0x11;
    } while (iVar5 != iVar4);
  }
  iVar4 = *(int *)(iVar3 + 4);
  if (*(int *)(this + 0x50) <= *(int *)(iVar3 + 4)) {
    iVar4 = *(int *)(this + 0x50);
  }
  if (0 < iVar4) {
    *(int *)(this + 0x30) = iVar4;
    *(int *)(this + 0x20) = iVar4 + 3 >> 2;
    InitializeNewParticles(this,0,iVar4,0);
  }
  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)