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 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.