L L4D2node

CParticleSystemMgr::FindParticleSystem

0x00bcef10 · 48 bytes · __thiscall

_ZN18CParticleSystemMgr18FindParticleSystemEi

Decompiled

undefined (2 params)

/* CParticleSystemMgr::FindParticleSystem(int) */

undefined4 __thiscall CParticleSystemMgr::FindParticleSystem(CParticleSystemMgr *this,int param_1)

{
  if ((param_1 != 0xffff) && (param_1 < (int)(uint)*(ushort *)((int)*(int **)(this + 0x8c) + 0x26)))
  {
    return *(undefined4 *)(**(int **)(this + 0x8c) + (param_1 & 0xffffU) * 4);
  }
  return 0;
}

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)