L L4D2node

CParticleCollection::SetDormant

0x00bcdcf0 · 125 bytes · __thiscall

_ZN19CParticleCollection10SetDormantEb

Decompiled

undefined (2 params)

/* CParticleCollection::SetDormant(bool) */

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

{
  undefined *puVar1;
  
  puVar1 = g_pParticleSystemMgr;
  if (this[0x54] == (CParticleCollection)param_1) {
    return;
  }
  if (this[0x55] == (CParticleCollection)0x0) {
    if (param_1) {
      StopEmission(this,false,false,false);
      this[0x57] = (CParticleCollection)0x0;
      goto LAB_00bcdd2e;
    }
  }
  else if (param_1) {
    return;
  }
  this[0x57] = (CParticleCollection)0x1;
  *(float *)(this + 0x3c) = *(float *)(puVar1 + 0x10c) + *(float *)(*(int *)(this + 0x48) + 0x2dc);
LAB_00bcdd2e:
  this[0x54] = (CParticleCollection)param_1;
  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)