CParticleSystemMgr::DumpParticleList
0x00bcf380 · 428 bytes · __thiscall
_ZN18CParticleSystemMgr16DumpParticleListEPKc
Decompiled
undefined (2 params)
/* CParticleSystemMgr::DumpParticleList(char const*) */
void __thiscall CParticleSystemMgr::DumpParticleList(CParticleSystemMgr *this,char *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
int iVar8;
undefined4 uVar9;
int *piVar10;
char *pcVar11;
int iVar12;
int local_34;
if (param_1 == (char *)0x0) {
DevMsg("All Particle Systems:\n");
}
else {
DevMsg("New Particle Systems Matching \'%s\':\n",param_1);
}
local_34 = 0;
piVar10 = *(int **)(this + 0x8c);
if (*(short *)((int)piVar10 + 0x26) != 0) {
do {
iVar8 = *(int *)(*piVar10 + local_34 * 4);
if (param_1 == (char *)0x0) {
LAB_00bcf40e:
iVar12 = *(int *)(iVar8 + 0x158);
if (iVar12 != 0) {
do {
uVar9 = *(undefined4 *)(iVar12 + 0x30);
fVar1 = *(float *)(iVar12 + 0x24);
fVar2 = *(float *)(iVar12 + 0xac);
fVar3 = *(float *)(iVar12 + 0xa0);
fVar4 = *(float *)(iVar12 + 0xa8);
fVar5 = *(float *)(iVar12 + 0x9c);
fVar6 = *(float *)(iVar12 + 0xa4);
fVar7 = *(float *)(iVar12 + 0x98);
pcVar11 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar8 + 0x2f8));
DevMsg("%40s: Age: %6.2f, NumActive: %3d, Bounds Center: (%.2f,%.2f,%.2f) (0x%08X)\n",
pcVar11,(double)fVar1,uVar9,(double)((fVar6 + fVar7) * 0.5),
(double)((fVar4 + fVar5) * 0.5),(double)((fVar2 + fVar3) * 0.5),iVar12);
iVar12 = *(int *)(iVar12 + 0x378);
} while (iVar12 != 0);
}
}
else {
pcVar11 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar8 + 0x2f8));
iVar12 = V_stristr(pcVar11,param_1);
if (iVar12 != 0) goto LAB_00bcf40e;
}
local_34 = local_34 + 1;
piVar10 = *(int **)(this + 0x8c);
} while (local_34 < (int)(uint)*(ushort *)((int)piVar10 + 0x26));
}
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.