L L4D2node

CParticleSystemDictionary::FindOrAddParticleSystemHandle

0x00bd1860 · 91 bytes · __cdecl

_ZN25CParticleSystemDictionary29FindOrAddParticleSystemHandleEPKc

Decompiled

undefined (1 param)

/* CParticleSystemDictionary::FindOrAddParticleSystemHandle(char const*) */

void CParticleSystemDictionary::FindOrAddParticleSystemHandle(char *param_1)

{
  ushort uVar1;
  uint uVar2;
  ushort local_e;
  
  uVar1 = *(ushort *)(param_1 + 0x26);
  CUtlSymbolTable::AddString((char *)&local_e);
  uVar2 = (uint)local_e;
  if (*(int *)(param_1 + 0xc) <= (int)uVar2) {
    CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>>::EnsureCount
              ((CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>> *)
               param_1,uVar2 + 1);
    uVar2 = (uint)local_e;
  }
  if (uVar1 <= uVar2) {
    *(undefined4 *)(*(int *)param_1 + uVar2 * 4) = 0;
  }
  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)