L L4D2node

CParticleCollection::UpdateHitBoxInfo

0x00bcf5e0 · 177 bytes · __thiscall

_ZN19CParticleCollection16UpdateHitBoxInfoEi

Decompiled

undefined (2 params)

/* CParticleCollection::UpdateHitBoxInfo(int) */

void __thiscall CParticleCollection::UpdateHitBoxInfo(CParticleCollection *this,int param_1)

{
  undefined4 uVar1;
  void *pvVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 100) + -1;
  if (param_1 < *(int *)(this + 100) + -1) {
    iVar3 = param_1;
  }
  iVar3 = iVar3 * 0x5c + *(int *)(this + 0x68);
  if (*(float *)(this + 0x24) != *(float *)(iVar3 + 0x44)) {
    *(float *)(iVar3 + 0x44) = *(float *)(this + 0x24);
    if (*(int *)(iVar3 + 0x54) == 0) {
      pvVar2 = operator_new__(0x2400);
      *(void **)(iVar3 + 0x54) = pvVar2;
    }
    pvVar2 = *(void **)(iVar3 + 0x58);
    if (pvVar2 == (void *)0x0) {
      pvVar2 = operator_new__(0x2400);
      *(void **)(iVar3 + 0x58) = pvVar2;
    }
    *(undefined4 *)(iVar3 + 0x48) = *(undefined4 *)(iVar3 + 0x44);
    *(undefined4 *)(iVar3 + 0x50) = *(undefined4 *)(iVar3 + 0x4c);
    uVar1 = *(undefined4 *)(iVar3 + 0x54);
    *(void **)(iVar3 + 0x54) = pvVar2;
    *(undefined4 *)(iVar3 + 0x58) = uVar1;
    uVar1 = (**(code **)(**(int **)(g_pParticleSystemMgr + 0xf0) + 0x30))
                      (*(int **)(g_pParticleSystemMgr + 0xf0),this,param_1,0x80,pvVar2);
    *(undefined4 *)(iVar3 + 0x4c) = uVar1;
  }
  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)