L L4D2node

CParticleSystemMgr::AddParticleOperator

0x00bcfc40 · 42 bytes · __cdecl

_ZN18CParticleSystemMgr19AddParticleOperatorE22ParticleFunctionType_tP27IParticleOperatorDefinition

Decompiled

undefined (2 params)

/* CParticleSystemMgr::AddParticleOperator(ParticleFunctionType_t, IParticleOperatorDefinition*) */

void CParticleSystemMgr::AddParticleOperator(int param_1,int param_2)

{
  CUtlVector<IParticleOperatorDefinition*,CUtlMemory<IParticleOperatorDefinition*,int>> *this;
  
  this = (CUtlVector<IParticleOperatorDefinition*,CUtlMemory<IParticleOperatorDefinition*,int>> *)
         (param_1 + param_2 * 0x14);
  CUtlVector<IParticleOperatorDefinition*,CUtlMemory<IParticleOperatorDefinition*,int>>::
  InsertBefore(this,*(int *)(this + 0xc),(IParticleOperatorDefinition **)&stack0x0000000c);
  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)