CParticleSystemMgr::AttachKillList
0x00bcdf30 · 134 bytes · __thiscall
_ZN18CParticleSystemMgr14AttachKillListEP19CParticleCollection
Decompiled
undefined (2 params)
/* CParticleSystemMgr::AttachKillList(CParticleCollection*) */
void __thiscall
CParticleSystemMgr::AttachKillList(CParticleSystemMgr *this,CParticleCollection *param_1)
{
void *pvVar1;
uint uVar2;
bool bVar3;
uVar2 = 0;
do {
if ((&g_nKillBufferInUse)[uVar2] == 0) {
LOCK();
bVar3 = (&g_nKillBufferInUse)[uVar2] == 0;
if (bVar3) {
(&g_nKillBufferInUse)[uVar2] = 1;
}
UNLOCK();
if (bVar3) {
if ((&g_pKillBuffers)[uVar2] != 0) {
*(undefined4 *)(param_1 + 0x374) = (&g_pKillBuffers)[uVar2];
return;
}
pvVar1 = operator_new__(20000);
(&g_pKillBuffers)[uVar2] = pvVar1;
*(void **)(param_1 + 0x374) = pvVar1;
return;
}
}
uVar2 = uVar2 + 1;
if (0xf < uVar2) {
uVar2 = 0;
ThreadSleep(0);
}
} while( true );
}
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.