L L4D2node

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 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)