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 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.