L L4D2node

CParticleSystemMgr::CreateParticleCollection

0x00bd2660 · 135 bytes · __thiscall

_ZN18CParticleSystemMgr24CreateParticleCollectionEPKcfi

Decompiled

undefined (4 params)

/* CParticleSystemMgr::CreateParticleCollection(char const*, float, int) */

CParticleCollection * __thiscall
CParticleSystemMgr::CreateParticleCollection
          (CParticleSystemMgr *this,char *param_1,float param_2,int param_3)

{
  CParticleSystemDefinition *pCVar1;
  CParticleCollection *this_00;
  
  if (param_1 == (char *)0x0) {
    this_00 = (CParticleCollection *)0x0;
  }
  else {
    pCVar1 = (CParticleSystemDefinition *)
             CParticleSystemDictionary::FindParticleSystem(*(char **)(this + 0x8c));
    if (pCVar1 == (CParticleSystemDefinition *)0x0) {
      Warning("Attempted to create unknown particle system type %s\n",param_1);
      this_00 = (CParticleCollection *)0x0;
    }
    else {
      this_00 = (CParticleCollection *)memalign(0x10,0x390);
      CParticleCollection::CParticleCollection(this_00);
      CParticleCollection::Init(this_00,pCVar1,param_2,param_3);
    }
  }
  return this_00;
}

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)