L L4D2node

CParticleSystemMgr::CreateParticleDmxElement

0x00bd2370 · 39 bytes · __thiscall

_ZN18CParticleSystemMgr24CreateParticleDmxElementERK10UniqueId_t

Decompiled

undefined (2 params)

/* CParticleSystemMgr::CreateParticleDmxElement(UniqueId_t const&) */

void __thiscall
CParticleSystemMgr::CreateParticleDmxElement(CParticleSystemMgr *this,UniqueId_t *param_1)

{
  CParticleSystemDefinition *this_00;
  
  this_00 = (CParticleSystemDefinition *)
            CParticleSystemDictionary::FindParticleSystem
                      (*(CParticleSystemDictionary **)(this + 0x8c),param_1);
  CParticleSystemDefinition::Write(this_00);
  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)