CParticleSystemMgr::ResetRenderCache
0x00bcf340 · 60 bytes · __thiscall
_ZN18CParticleSystemMgr16ResetRenderCacheEv
Decompiled
undefined (1 param)
/* CParticleSystemMgr::ResetRenderCache() */
void __thiscall CParticleSystemMgr::ResetRenderCache(CParticleSystemMgr *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
iVar1 = *(int *)(this + 0x100);
if (0 < iVar1) {
do {
iVar2 = iVar2 + 1;
*(undefined4 *)(*(int *)(this + 0xf4) + 0x10 + iVar3) = 0;
iVar3 = iVar3 + 0x18;
} while (iVar2 != iVar1);
}
return;
}
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.