L L4D2node

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 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)