L L4D2node

CParticleSystemMgr::CreateParticleCollection

0x00bd0df0 · 201 bytes · __cdecl

_ZN18CParticleSystemMgr24CreateParticleCollectionERK10UniqueId_tfi

Decompiled

undefined (3 params)

/* CParticleSystemMgr::CreateParticleCollection(UniqueId_t const&, float, int) */

CParticleCollection *
CParticleSystemMgr::CreateParticleCollection(UniqueId_t *param_1,float param_2,int param_3)

{
  char cVar1;
  CParticleSystemDefinition *pCVar2;
  CParticleCollection *this;
  int in_GS_OFFSET;
  int in_stack_00000010;
  char local_120 [256];
  int local_20;
  
  this = (CParticleCollection *)0x0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  cVar1 = IsUniqueIdValid((UniqueId_t *)param_2);
  if (cVar1 != '\0') {
    pCVar2 = (CParticleSystemDefinition *)
             CParticleSystemDictionary::FindParticleSystem
                       (*(CParticleSystemDictionary **)(param_1 + 0x8c),(UniqueId_t *)param_2);
    if (pCVar2 == (CParticleSystemDefinition *)0x0) {
      UniqueIdToString((UniqueId_t *)param_2,local_120,0x100);
      Warning("Attempted to create unknown particle system id %s\n",local_120);
    }
    else {
      this = (CParticleCollection *)memalign(0x10,0x390);
      CParticleCollection::CParticleCollection(this);
      CParticleCollection::Init(this,pCVar2,(float)param_3,in_stack_00000010);
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return this;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)