CParticleSystemMgr::WriteParticleConfigFile
0x00bd23a0 · 87 bytes · __thiscall
_ZN18CParticleSystemMgr23WriteParticleConfigFileERK10UniqueId_tR10CUtlBufferb
Decompiled
undefined (4 params)
/* CParticleSystemMgr::WriteParticleConfigFile(UniqueId_t const&, CUtlBuffer&, bool) */
undefined4 __thiscall
CParticleSystemMgr::WriteParticleConfigFile
(CParticleSystemMgr *this,UniqueId_t *param_1,CUtlBuffer *param_2,bool param_3)
{
CDmxElement *pCVar1;
undefined4 uVar2;
BeginDMXContext();
/* try { // try from 00bd23bd to 00bd23dd has its CatchHandler @ 00bd23f7 */
pCVar1 = (CDmxElement *)CreateParticleDmxElement(this,param_1);
uVar2 = WriteParticleConfigFile(this,pCVar1,param_2,param_3);
EndDMXContext(true);
return uVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.