L L4D2node

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 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)