L L4D2node

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 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)