L L4D2node

CParticleSystemMgr::AddToRenderCache

0x00bd0ec0 · 338 bytes · __thiscall

_ZN18CParticleSystemMgr16AddToRenderCacheEP19CParticleCollection

Decompiled

undefined (2 params)

/* CParticleSystemMgr::AddToRenderCache(CParticleCollection*) */

void __thiscall
CParticleSystemMgr::AddToRenderCache(CParticleSystemMgr *this,CParticleCollection *param_1)

{
  int iVar1;
  CParticleCollection *pCVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  int iVar6;
  int iVar7;
  undefined4 uVar8;
  float fVar9;
  
  iVar4 = *(int *)(param_1 + 0x48);
  if (iVar4 == 0) {
    return;
  }
  if ((*(byte *)(iVar4 + 0x41e) & 1) == 0) {
    return;
  }
  piVar5 = *(int **)(iVar4 + 0x144);
  if (piVar5 == (int *)0x0) {
    return;
  }
  cVar3 = (**(code **)(*piVar5 + 0x44))(piVar5);
  if (cVar3 != '\0') {
    return;
  }
  iVar4 = *(int *)(param_1 + 0x48);
  fVar9 = *(float *)(g_pParticleSystemMgr + 0x10c) + *(float *)(iVar4 + 0x2dc);
  if (fVar9 <= *(float *)(param_1 + 0x3c)) {
    fVar9 = *(float *)(param_1 + 0x3c);
  }
  *(float *)(param_1 + 0x3c) = fVar9;
  iVar1 = *(int *)(this + 0x100);
  if (iVar1 < 1) {
    if (iVar1 != 0) {
      piVar5 = *(int **)(this + 0xf4);
      goto LAB_00bd0f75;
    }
    iVar7 = 0;
  }
  else {
    iVar7 = 0;
    piVar5 = *(int **)(this + 0xf4);
    do {
      iVar6 = 0;
      if ((*(byte *)(iVar4 + 0x41e) & 1) != 0) {
        iVar6 = *(int *)(iVar4 + 0x144);
      }
      if (*piVar5 == iVar6) goto LAB_00bd0f75;
      iVar7 = iVar7 + 1;
      piVar5 = piVar5 + 6;
    } while (iVar7 != iVar1);
  }
  iVar4 = CUtlVector<CParticleSystemMgr::RenderCache_t,CUtlMemory<CParticleSystemMgr::RenderCache_t,int>>
          ::InsertBefore((CUtlVector<CParticleSystemMgr::RenderCache_t,CUtlMemory<CParticleSystemMgr::RenderCache_t,int>>
                          *)(this + 0xf4),iVar7);
  uVar8 = 0;
  if ((*(byte *)(*(int *)(param_1 + 0x48) + 0x41e) & 1) != 0) {
    uVar8 = *(undefined4 *)(*(int *)(param_1 + 0x48) + 0x144);
  }
  *(undefined4 *)(*(int *)(this + 0xf4) + iVar4 * 0x18) = uVar8;
  piVar5 = (int *)(iVar4 * 0x18 + *(int *)(this + 0xf4));
LAB_00bd0f75:
  CUtlVector<CParticleCollection*,CUtlMemory<CParticleCollection*,int>>::InsertBefore
            ((CUtlVector<CParticleCollection*,CUtlMemory<CParticleCollection*,int>> *)(piVar5 + 1),
             piVar5[4],&param_1);
  for (pCVar2 = *(CParticleCollection **)(param_1 + 0x90); pCVar2 != (CParticleCollection *)0x0;
      pCVar2 = *(CParticleCollection **)(pCVar2 + 0x70)) {
    AddToRenderCache(this,pCVar2);
  }
  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)