CParticleSystemMgr::CreateParticleCollection
0x00bd0d50 · 136 bytes · __cdecl
_ZN18CParticleSystemMgr24CreateParticleCollectionEifi
Decompiled
undefined (3 params)
/* CParticleSystemMgr::CreateParticleCollection(int, float, int) */
CParticleCollection *
CParticleSystemMgr::CreateParticleCollection(int param_1,float param_2,int param_3)
{
CParticleSystemDefinition *pCVar1;
CParticleCollection *this;
int in_stack_00000010;
if (param_2 == 9.18341e-41) {
this = (CParticleCollection *)0x0;
}
else if (((int)param_2 < (int)(uint)*(ushort *)((int)*(int **)(param_1 + 0x8c) + 0x26)) &&
(pCVar1 = *(CParticleSystemDefinition **)
(**(int **)(param_1 + 0x8c) + ((uint)param_2 & 0xffff) * 4),
pCVar1 != (CParticleSystemDefinition *)0x0)) {
this = (CParticleCollection *)memalign(0x10,0x390);
CParticleCollection::CParticleCollection(this);
CParticleCollection::Init(this,pCVar1,(float)param_3,in_stack_00000010);
}
else {
Warning("Attempted to create unknown particle system with unknown symbol\n");
this = (CParticleCollection *)0x0;
}
return this;
}
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.