CParticleCollection::GetControlPointAtPrevTime
0x00bcca40 · 67 bytes · __thiscall
_ZN19CParticleCollection25GetControlPointAtPrevTimeEiP6Vector
Decompiled
undefined (3 params)
/* CParticleCollection::GetControlPointAtPrevTime(int, Vector*) */
void __thiscall
CParticleCollection::GetControlPointAtPrevTime
(CParticleCollection *this,int param_1,Vector *param_2)
{
int iVar1;
if (*(int *)(this + 100) + -1 <= param_1) {
param_1 = *(int *)(this + 100) + -1;
}
iVar1 = param_1 * 0x5c + *(int *)(this + 0x68);
*(undefined4 *)param_2 = *(undefined4 *)(iVar1 + 0xc);
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(iVar1 + 0x10);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(iVar1 + 0x14);
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.