L L4D2node

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 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)