L L4D2node

CParticleSystemMgr::CreateParticleDmxElement

0x00bd1f60 · 39 bytes · __cdecl

_ZN18CParticleSystemMgr24CreateParticleDmxElementEPKc

Decompiled

undefined (1 param)

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

void CParticleSystemMgr::CreateParticleDmxElement(char *param_1)

{
  CParticleSystemDefinition *this;
  
  this = (CParticleSystemDefinition *)
         CParticleSystemDictionary::FindParticleSystem(*(char **)(param_1 + 0x8c));
  CParticleSystemDefinition::Write(this);
  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)