CParticleSystemMgr::GetParticleSystemNameFromIndex
0x00bcf270 · 63 bytes · __thiscall
_ZN18CParticleSystemMgr30GetParticleSystemNameFromIndexEi
Decompiled
undefined (2 params)
/* CParticleSystemMgr::GetParticleSystemNameFromIndex(int) */
char * __thiscall
CParticleSystemMgr::GetParticleSystemNameFromIndex(CParticleSystemMgr *this,int param_1)
{
int iVar1;
char *pcVar2;
if (((param_1 != 0xffff) && (param_1 < (int)(uint)*(ushort *)((int)*(int **)(this + 0x8c) + 0x26))
) && (iVar1 = *(int *)(**(int **)(this + 0x8c) + (param_1 & 0xffffU) * 4), iVar1 != 0)) {
pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar1 + 0x2f8));
return pcVar2;
}
return "Unknown";
}
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.