CParticleSystemDefinition::Uncache
0x00bd1df0 · 197 bytes · __thiscall
_ZN25CParticleSystemDefinition7UncacheEv.part.139
Decompiled
undefined (1 param)
/* CParticleSystemDefinition::Uncache() [clone .part.139] */
void __thiscall CParticleSystemDefinition::Uncache(CParticleSystemDefinition *this)
{
int iVar1;
uint uVar2;
CParticleSystemDefinition *in_EAX;
CParticleSystemDefinition *pCVar3;
UniqueId_t *pUVar4;
int iVar5;
int iVar6;
in_EAX[0x41e] = (CParticleSystemDefinition)((byte)in_EAX[0x41e] & 0xfe);
CMaterialReference::Shutdown((CMaterialReference *)(in_EAX + 0x144),false);
if ((0 < *(int *)(in_EAX + 0x270)) &&
(pCVar3 = (CParticleSystemDefinition *)GetFallbackReplacementDefinition(in_EAX),
pCVar3 != (CParticleSystemDefinition *)0x0)) {
Uncache(pCVar3);
}
iVar1 = *(int *)(in_EAX + 0x38c);
iVar6 = 0;
iVar5 = 0;
if (0 < iVar1) {
do {
pUVar4 = (UniqueId_t *)(*(int *)(in_EAX + 0x380) + iVar6);
if (pUVar4[0x14] == (UniqueId_t)0x0) {
pCVar3 = (CParticleSystemDefinition *)
CParticleSystemDictionary::FindParticleSystem
(*(CParticleSystemDictionary **)(g_pParticleSystemMgr + 0x8c),pUVar4);
LAB_00bd1e76:
if (pCVar3 != (CParticleSystemDefinition *)0x0) {
Uncache(pCVar3);
}
}
else {
uVar2 = *(uint *)(pUVar4 + 0x10);
if ((uVar2 != 0xffff) &&
((int)uVar2 < (int)(uint)*(ushort *)((int)*(int **)(g_pParticleSystemMgr + 0x8c) + 0x26))
) {
pCVar3 = *(CParticleSystemDefinition **)
(**(int **)(g_pParticleSystemMgr + 0x8c) + (uVar2 & 0xffff) * 4);
goto LAB_00bd1e76;
}
}
iVar5 = iVar5 + 1;
iVar6 = iVar6 + 0x1c;
} while (iVar5 != iVar1);
}
return;
}
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.