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 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.