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 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.