L L4D2node

CParticleCollection::Restart

0x00bcc6d0 · 191 bytes · __thiscall

_ZN19CParticleCollection7RestartE22EParticleRestartMode_t

Decompiled

undefined (2 params)

/* CParticleCollection::Restart(EParticleRestartMode_t) */

void __thiscall CParticleCollection::Restart(CParticleCollection *this,int param_2)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  
  *(undefined4 *)(this + 0x330) = 0;
  if (this[0x56] != (CParticleCollection)0x0) {
    RunRestartedEmitters(this);
    this[0x56] = (CParticleCollection)0x0;
  }
  if (param_2 == 1) {
    *(uint *)(this + 0x328) = *(uint *)(this + 0x328) & 0xfffffffd;
    this[0x56] = (CParticleCollection)0x1;
  }
  iVar4 = *(int *)(this + 0x48);
  iVar5 = 0;
  iVar2 = *(int *)(iVar4 + 0x350);
  if (0 < iVar2) {
    while( true ) {
      piVar3 = *(int **)(*(int *)(iVar4 + 0x344) + iVar5 * 4);
      iVar1 = iVar5 * 4;
      iVar5 = iVar5 + 1;
      (**(code **)(*piVar3 + 0x44))
                (piVar3,this,*(int *)(this + 0x6c) + *(int *)(*(int *)(iVar4 + 0x3d0) + iVar1));
      if (iVar5 == iVar2) break;
      iVar4 = *(int *)(this + 0x48);
    }
  }
  for (iVar4 = *(int *)(this + 0x90); iVar4 != 0; iVar4 = *(int *)(iVar4 + 0x70)) {
    Restart((CParticleCollection *)iVar4,param_2);
  }
  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)