L L4D2node

CParticleCollection::StartEmission

0x00bcdc30 · 185 bytes · __thiscall

_ZN19CParticleCollection13StartEmissionEb

Decompiled

undefined (2 params)

/* CParticleCollection::StartEmission(bool) */

void __thiscall CParticleCollection::StartEmission(CParticleCollection *this,bool param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  CParticleCollection *this_00;
  
  iVar3 = *(int *)(this + 0x48);
  if (iVar3 != 0) {
    this[0x55] = (CParticleCollection)0x0;
    iVar4 = 0;
    if (0 < *(int *)(iVar3 + 0x350)) {
      do {
        piVar2 = *(int **)(*(int *)(iVar3 + 0x344) + iVar4 * 4);
        iVar1 = iVar4 * 4;
        iVar4 = iVar4 + 1;
        (**(code **)(*piVar2 + 0x40))
                  (piVar2,this,*(int *)(this + 0x6c) + *(int *)(*(int *)(iVar3 + 0x3d0) + iVar1),
                   param_1);
        iVar3 = *(int *)(this + 0x48);
      } while (iVar4 < *(int *)(iVar3 + 0x350));
    }
    this_00 = *(CParticleCollection **)(this + 0x90);
    if (this_00 != (CParticleCollection *)0x0) {
      do {
        StartEmission(this_00,param_1);
        this_00 = *(CParticleCollection **)(this_00 + 0x70);
      } while (this_00 != (CParticleCollection *)0x0);
      iVar3 = *(int *)(this + 0x48);
    }
    *(float *)(this + 0x3c) = *(float *)(g_pParticleSystemMgr + 0x10c) + *(float *)(iVar3 + 0x2dc);
  }
  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)