L L4D2node

CParticleAttributeAddressTable::CopyParticleAttributes

0x00bcdd90 · 213 bytes · __thiscall

_ZNK30CParticleAttributeAddressTable22CopyParticleAttributesEii

Decompiled

undefined (3 params)

/* CParticleAttributeAddressTable::CopyParticleAttributes(int, int) const */

void __thiscall
CParticleAttributeAddressTable::CopyParticleAttributes
          (CParticleAttributeAddressTable *this,int param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = ((param_2 & 3U) + (param_2 >> 2) * 0xc) * 4;
  iVar3 = 0;
  iVar4 = ((param_1 & 3U) + (param_1 >> 2) * 0xc) * 4;
  do {
    while (*(int *)(this + 0x60) == 4) {
      iVar2 = *(int *)this;
      iVar3 = iVar3 + 1;
      this = this + 4;
      *(undefined4 *)(iVar2 + param_2 * 4) = *(undefined4 *)(iVar2 + param_1 * 4);
      if (iVar3 == 0x18) {
        return;
      }
    }
    if (*(int *)(this + 0x60) == 0xc) {
      *(undefined4 *)(*(int *)this + iVar1) = *(undefined4 *)(*(int *)this + iVar4);
      *(undefined4 *)(*(int *)this + iVar1 + 0x10) = *(undefined4 *)(*(int *)this + iVar4 + 0x10);
      *(undefined4 *)(*(int *)this + iVar1 + 0x20) = *(undefined4 *)(*(int *)this + iVar4 + 0x20);
    }
    iVar3 = iVar3 + 1;
    this = this + 4;
  } while (iVar3 != 0x18);
  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)