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 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.