CParticleSystemMgr::FindPrecachedParticleSystem
0x00bcef50 · 86 bytes · __thiscall
_ZN18CParticleSystemMgr27FindPrecachedParticleSystemEi
Decompiled
undefined (2 params)
/* CParticleSystemMgr::FindPrecachedParticleSystem(int) */
undefined4 __thiscall
CParticleSystemMgr::FindPrecachedParticleSystem(CParticleSystemMgr *this,int param_1)
{
uint uVar1;
CParticleSystemMgr *pCVar2;
pCVar2 = this + 0x114;
if (param_1 < 0) {
pCVar2 = this + 0x128;
param_1 = ~param_1;
if (*(int *)(this + 0x134) <= param_1) {
return 0;
}
}
else if (*(int *)(this + 0x120) <= param_1) {
return 0;
}
uVar1 = *(uint *)(*(int *)pCVar2 + param_1 * 4);
if ((uVar1 != 0xffff) && ((int)uVar1 < (int)(uint)*(ushort *)((int)*(int **)(this + 0x8c) + 0x26))
) {
return *(undefined4 *)(**(int **)(this + 0x8c) + (uVar1 & 0xffff) * 4);
}
return 0;
}
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.