L L4D2node

CParticleCollection::GetCurrentParticleDefCount

0x00bd1ee0 · 64 bytes · __thiscall

_ZN19CParticleCollection26GetCurrentParticleDefCountEP25CParticleSystemDefinition

Decompiled

undefined (2 params)

/* CParticleCollection::GetCurrentParticleDefCount(CParticleSystemDefinition*) */

int __thiscall
CParticleCollection::GetCurrentParticleDefCount
          (CParticleCollection *this,CParticleSystemDefinition *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *(int *)(param_1 + 0x274);
  iVar1 = *(int *)(param_1 + 0x270);
  while (0 < iVar1) {
    param_1 = (CParticleSystemDefinition *)
              CParticleSystemDefinition::GetFallbackReplacementDefinition(param_1);
    iVar2 = iVar2 + *(int *)(param_1 + 0x274);
    iVar1 = *(int *)(param_1 + 0x270);
  }
  return iVar2;
}

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)