CParticleCollection::ApplyKillList
0x00bcdfd0 · 200 bytes · __thiscall
_ZN19CParticleCollection13ApplyKillListEv
Decompiled
undefined (1 param)
/* CParticleCollection::ApplyKillList() */
void __thiscall CParticleCollection::ApplyKillList(CParticleCollection *this)
{
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
int *piVar5;
int local_14;
iVar3 = *(int *)(this + 0x370);
if (iVar3 != 0) {
iVar4 = *(int *)(this + 0x30);
piVar1 = *(int **)(this + 0x374);
do {
if (piVar1[iVar3 + -1] < iVar4) {
if (iVar3 != 0) {
piVar5 = piVar1 + 1;
local_14 = *piVar1;
iVar3 = iVar3 + -1;
if (iVar3 == 0) goto LAB_00bce096;
LAB_00bce040:
iVar4 = iVar4 + -1;
iVar2 = piVar5[iVar3 + -1];
if (piVar5[iVar3 + -1] == iVar4) {
do {
iVar3 = iVar3 + -1;
if (iVar3 == 0) {
iVar4 = iVar2 + -1;
break;
}
iVar4 = iVar2 + -1;
iVar2 = piVar1[iVar3];
} while (piVar1[iVar3] == iVar4);
}
do {
piVar1 = piVar5;
if ((local_14 == iVar4) || (MoveParticle(this,iVar4,local_14), iVar3 == 0)) break;
iVar3 = iVar3 + -1;
piVar5 = piVar1 + 1;
local_14 = *piVar1;
if (iVar3 != 0) goto LAB_00bce040;
LAB_00bce096:
iVar4 = iVar4 + -1;
} while( true );
}
break;
}
iVar3 = iVar3 + -1;
} while (iVar3 != 0);
*(int *)(this + 0x30) = iVar4;
iVar3 = iVar4 + 6;
if (-1 < iVar4 + 3) {
iVar3 = iVar4 + 3;
}
*(undefined4 *)(this + 0x370) = 0;
*(int *)(this + 0x20) = iVar3 >> 2;
}
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.