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 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.