CParticleCollection::IsFinished
0x00bcda60 · 177 bytes · __thiscall
_ZNK19CParticleCollection10IsFinishedEv
Decompiled
undefined (1 param)
/* CParticleCollection::IsFinished() const */
undefined4 __thiscall CParticleCollection::IsFinished(CParticleCollection *this)
{
int iVar1;
CParticleCollection *this_00;
int *piVar2;
char cVar3;
int iVar4;
int iVar5;
iVar4 = *(int *)(this + 0x48);
if (iVar4 == 0) {
return 1;
}
if (((((byte)this[0x328] & 1) == 0) && (*(int *)(this + 0x30) == 0)) &&
(this[0x54] == (CParticleCollection)0x0)) {
iVar1 = *(int *)(iVar4 + 0x350);
iVar5 = 0;
if (iVar1 < 1) {
LAB_00bcdaa0:
this_00 = *(CParticleCollection **)(this + 0x90);
while( true ) {
if (this_00 == (CParticleCollection *)0x0) {
return 1;
}
cVar3 = IsFinished(this_00);
if (cVar3 == '\0') break;
this_00 = *(CParticleCollection **)(this_00 + 0x70);
}
return 0;
}
while (piVar2 = *(int **)(*(int *)(iVar4 + 0x344) + iVar5 * 4),
cVar3 = (**(code **)(*piVar2 + 0x6c))
(piVar2,this,
*(int *)(this + 0x6c) + *(int *)(*(int *)(iVar4 + 0x3d0) + iVar5 * 4)),
cVar3 == '\0') {
iVar5 = iVar5 + 1;
if (iVar5 == iVar1) goto LAB_00bcdaa0;
iVar4 = *(int *)(this + 0x48);
}
}
return 0;
}
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.