L L4D2node

CParticleSystemMgr::IsParticleSystemDefined

0x00bd1f20 · 50 bytes · __thiscall

_ZN18CParticleSystemMgr23IsParticleSystemDefinedEPKc

Decompiled

undefined (2 params)

/* CParticleSystemMgr::IsParticleSystemDefined(char const*) */

bool __thiscall CParticleSystemMgr::IsParticleSystemDefined(CParticleSystemMgr *this,char *param_1)

{
  int iVar1;
  
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    iVar1 = CParticleSystemDictionary::FindParticleSystem(*(char **)(this + 0x8c));
    return iVar1 != 0;
  }
  return false;
}

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)