CParticleSystemDictionary::FindParticleSystem
0x00bd18f0 · 110 bytes · __cdecl
_ZN25CParticleSystemDictionary18FindParticleSystemEPKc
Decompiled
undefined (1 param)
/* CParticleSystemDictionary::FindParticleSystem(char const*) */
undefined4 CParticleSystemDictionary::FindParticleSystem(char *param_1)
{
undefined4 uVar1;
uint uVar2;
ushort local_1e [7];
CUtlSymbolTable::Find((char *)local_1e);
if (local_1e[0] == 0xffff) {
uVar1 = 0;
}
else {
CUtlSymbolTable::AddString((char *)local_1e);
uVar2 = (uint)local_1e[0];
if (*(int *)(param_1 + 0xc) <= (int)uVar2) {
CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>>::EnsureCount
((CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>>
*)param_1,uVar2 + 1);
}
uVar1 = *(undefined4 *)(*(int *)param_1 + uVar2 * 4);
}
return uVar1;
}
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.