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 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.