L L4D2node

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 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)