L L4D2node

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 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)