L L4D2node

CParticleCollection::CopyParticleAttributesToPreviousAttributes

0x00bcc7a0 · 120 bytes · __thiscall

_ZNK19CParticleCollection42CopyParticleAttributesToPreviousAttributesEv

Decompiled

undefined (1 param)

/* CParticleCollection::CopyParticleAttributesToPreviousAttributes() const */

void __thiscall
CParticleCollection::CopyParticleAttributesToPreviousAttributes(CParticleCollection *this)

{
  CParticleCollection *pCVar1;
  CParticleCollection *pCVar2;
  CParticleCollection *pCVar3;
  
  pCVar1 = this + 0xd4;
  pCVar3 = this + 0x254;
  do {
    while (*(int *)(pCVar3 + 0x60) != 0) {
      pCVar2 = pCVar1 + 4;
      memcpy(*(void **)pCVar3,*(void **)(this + 0xd4 + (int)(pCVar1 + (-0xd4 - (int)this))),
             *(int *)(this + 0x20) * 4 * *(int *)(pCVar3 + 0x60));
      pCVar1 = pCVar2;
      pCVar3 = pCVar3 + 4;
      if (pCVar2 == this + 0x134) {
        return;
      }
    }
    pCVar1 = pCVar1 + 4;
    pCVar3 = pCVar3 + 4;
  } while (pCVar1 != this + 0x134);
  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)