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 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.