L L4D2node

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 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)