L L4D2node

CParticleCollection::Init

0x00bd2480 · 361 bytes · __thiscall

_ZN19CParticleCollection4InitEP25CParticleSystemDefinition

Decompiled

undefined (2 params)

/* CParticleCollection::Init(CParticleSystemDefinition*) */

undefined4 __thiscall
CParticleCollection::Init(CParticleCollection *this,CParticleSystemDefinition *param_1)

{
  float fVar1;
  float fVar2;
  undefined4 uVar3;
  CParticleSystemDefinition *this_00;
  int iVar4;
  int iVar5;
  float local_20;
  
  uVar3 = 0;
  if ((*(int *)(param_1 + 0x2b4) <= *(int *)(g_pParticleSystemMgr + 0x154)) &&
     (*(int *)(param_1 + 0x2b8) <= *(int *)(g_pParticleSystemMgr + 0x158))) {
    iVar4 = *(int *)(param_1 + 0x270);
    fVar1 = *(float *)(g_pParticleSystemMgr + 0x148);
    local_20 = *(float *)(g_pParticleSystemMgr + 0x144);
    fVar2 = *(float *)(g_pParticleSystemMgr + 0x150);
    iVar5 = *(int *)(param_1 + 0x274);
    this_00 = param_1;
    if (0 < iVar4) {
      do {
        this_00 = (CParticleSystemDefinition *)
                  CParticleSystemDefinition::GetFallbackReplacementDefinition(this_00);
        iVar5 = iVar5 + *(int *)(this_00 + 0x274);
      } while (0 < *(int *)(this_00 + 0x270));
      iVar4 = *(int *)(param_1 + 0x270);
    }
    if (fVar2 < *(float *)(g_pParticleSystemMgr + 0x110) * 1000.0) {
      local_20 = (*(float *)(g_pParticleSystemMgr + 0x110) * 1000.0 - fVar2) *
                 *(float *)(g_pParticleSystemMgr + 0x14c) + local_20;
    }
    while( true ) {
      if ((iVar4 < 1) || ((float)iVar5 * fVar1 + local_20 < (float)iVar4)) goto LAB_00bd256b;
      iVar5 = iVar5 - *(int *)(param_1 + 0x274);
      param_1 = (CParticleSystemDefinition *)
                CParticleSystemDefinition::GetFallbackReplacementDefinition(param_1);
      if (param_1 == (CParticleSystemDefinition *)0x0) break;
      iVar4 = *(int *)(param_1 + 0x270);
    }
    Warning("Particlelib: Missing precache for particle system type \"%s\"!\n","unknown");
    param_1 = (CParticleSystemDefinition *)
              CParticleSystemDictionary::FindParticleSystem(*(char **)(g_pParticleSystemMgr + 0x8c))
    ;
LAB_00bd256b:
    Init(this,param_1,0.0,0);
    uVar3 = CONCAT31((int3)((uint)*(int *)(this + 0x48) >> 8),*(int *)(this + 0x48) != 0);
  }
  return uVar3;
}

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)