IParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox
0x00bcf550 · 136 bytes · __cdecl
_ZN20IParticleSystemQuery40GetRandomPointsOnControllingObjectHitBoxEP19CParticleCollectioniifiP6VectorS2_S3_Pii
Decompiled
undefined (10 params)
/* IParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(CParticleCollection*, int, int,
float, int, Vector*, Vector, Vector*, int*, int) */
void IParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox
(undefined4 param_1,int param_2,int param_3,int param_4,undefined4 param_5,
undefined4 param_6,undefined4 *param_7)
{
int iVar1;
undefined4 *puVar2;
undefined4 *puVar3;
int iVar4;
undefined4 *in_stack_0000002c;
int in_stack_00000030;
iVar4 = 0;
puVar3 = in_stack_0000002c;
if (0 < param_4) {
do {
iVar1 = *(int *)(param_2 + 100) + -1;
if (param_3 < iVar1) {
iVar1 = param_3;
}
puVar2 = (undefined4 *)(iVar1 * 0x5c + *(int *)(param_2 + 0x68));
*param_7 = *puVar2;
param_7[1] = puVar2[1];
param_7[2] = puVar2[2];
if (in_stack_0000002c != (undefined4 *)0x0) {
*puVar3 = 0;
puVar3[1] = 0;
puVar3[2] = 0;
}
if (in_stack_00000030 != 0) {
*(undefined4 *)(in_stack_00000030 + iVar4 * 4) = 0xffffffff;
}
iVar4 = iVar4 + 1;
param_7 = param_7 + 3;
puVar3 = puVar3 + 3;
} while (iVar4 != param_4);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.