L L4D2node

CParticleSystemMgr::GetParticleSystemsInFile

0x00bcfe00 · 158 bytes · __thiscall

_ZN18CParticleSystemMgr24GetParticleSystemsInFileEPKcP10CUtlVectorI10CUtlString10CUtlMemoryIS3_iEE

Decompiled

undefined (3 params)

/* CParticleSystemMgr::GetParticleSystemsInFile(char const*, CUtlVector<CUtlString,
   CUtlMemory<CUtlString, int> >*) */

void __thiscall
CParticleSystemMgr::GetParticleSystemsInFile
          (CParticleSystemMgr *this,char *param_1,CUtlVector *param_2)

{
  char cVar1;
  CUtlBuffer local_44 [56];
  
  if (param_2 != (CUtlVector *)0x0) {
    CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::RemoveAll
              ((CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *)param_2);
    CUtlBuffer::CUtlBuffer(local_44,0,0,0);
                    /* try { // try from 00bcfe73 to 00bcfea2 has its CatchHandler @ 00bcfea5 */
    cVar1 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x38))
                      (g_pFullFileSystem + 4,param_1,"GAME",local_44,0,0,0);
    if (cVar1 != '\0') {
      GetParticleSystemsInBuffer(this,local_44,param_2);
    }
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
  }
  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)