L L4D2node

CParticleCollection::Init

0x00bd2600 · 87 bytes · __thiscall

_ZN19CParticleCollection4InitEPKc

Decompiled

undefined (2 params)

/* CParticleCollection::Init(char const*) */

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

{
  CParticleSystemDefinition *pCVar1;
  undefined4 uVar2;
  
  if (param_1 != (char *)0x0) {
    pCVar1 = (CParticleSystemDefinition *)
             CParticleSystemDictionary::FindParticleSystem(*(char **)(g_pParticleSystemMgr + 0x8c));
    if (pCVar1 != (CParticleSystemDefinition *)0x0) {
      uVar2 = Init(this,pCVar1);
      return uVar2;
    }
    Warning("Attempted to create unknown particle system type \"%s\"!\n",param_1);
  }
  return 0;
}

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)