L L4D2node

CParticleSystemDefinition::GetFallbackReplacementDefinition

0x00bd1990 · 249 bytes · __thiscall

_ZNK25CParticleSystemDefinition32GetFallbackReplacementDefinitionEv

Decompiled

undefined (1 param)

/* CParticleSystemDefinition::GetFallbackReplacementDefinition() const */

int * __thiscall
CParticleSystemDefinition::GetFallbackReplacementDefinition(CParticleSystemDefinition *this)

{
  CParticleSystemDefinition *pCVar1;
  int *piVar2;
  int iVar3;
  int *piVar4;
  int *piVar5;
  
  if (*(int *)(this + 0x270) < 1) {
    piVar4 = (int *)0x0;
  }
  else {
    piVar4 = *(int **)(this + 0x280);
    if (*(int **)(this + 0x280) == (int *)0x0) {
      piVar5 = (int *)CParticleSystemDictionary::FindParticleSystem
                                (*(char **)(g_pParticleSystemMgr + 0x8c));
      pCVar1 = this + 0x278;
      piVar2 = *(int **)(this + 0x280);
      piVar4 = piVar5;
      if (piVar5 != piVar2) {
        if (piVar2 != (int *)0x0) {
          if (*(undefined4 **)(this + 0x27c) == (undefined4 *)0x0) {
            if (pCVar1 == (CParticleSystemDefinition *)*piVar2) {
              iVar3 = *(int *)(this + 0x278);
              *piVar2 = iVar3;
              if (iVar3 != 0) {
                *(undefined4 *)(iVar3 + 4) = 0;
              }
            }
          }
          else {
            **(undefined4 **)(this + 0x27c) = *(undefined4 *)(this + 0x278);
            if (*(int *)(this + 0x278) != 0) {
              *(undefined4 *)(*(int *)(this + 0x278) + 4) = *(undefined4 *)(this + 0x27c);
            }
          }
          *(undefined4 *)(this + 0x27c) = 0;
          *(undefined4 *)(this + 0x278) = 0;
        }
        *(int **)(this + 0x280) = piVar5;
        piVar4 = (int *)0x0;
        if (piVar5 != (int *)0x0) {
          *(int *)(this + 0x278) = *piVar5;
          if (*piVar5 != 0) {
            *(CParticleSystemDefinition **)(*piVar5 + 4) = pCVar1;
          }
          *(undefined4 *)(this + 0x27c) = 0;
          *piVar5 = (int)pCVar1;
          piVar4 = *(int **)(this + 0x280);
        }
      }
    }
  }
  return piVar4;
}

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)