L L4D2node

CParticleSystemDefinition::Read

0x00bd4170 · 446 bytes · __thiscall

_ZN25CParticleSystemDefinition4ReadEP11CDmxElement

Decompiled

undefined (2 params)

/* CParticleSystemDefinition::Read(CDmxElement*) */

void __thiscall
CParticleSystemDefinition::Read(CParticleSystemDefinition *this,CDmxElement *param_1)

{
  char *pcVar1;
  UniqueId_t *pUVar2;
  int iVar3;
  byte bVar4;
  int iVar5;
  bool bVar6;
  
  pcVar1 = (char *)CDmxElement::GetName(param_1);
  CUtlString::operator=((CUtlString *)(this + 0x2f8),pcVar1);
  pUVar2 = (UniqueId_t *)CDmxElement::GetId(param_1);
  CopyUniqueId(pUVar2,(UniqueId_t *)(this + 0x2c8));
  CDmxElement::UnpackIntoStructure(param_1,this,s_pParticleSystemDefinitionUnpack);
  if (*(int *)(this + 4) < 0) {
    *(undefined4 *)(this + 4) = 0;
  }
  iVar3 = *(int *)(this + 0x2e0);
  if (iVar3 < 1) {
    iVar3 = 1;
  }
  iVar5 = 5000;
  if (iVar3 * g_nParticle_Multiplier < 0x1389) {
    iVar5 = iVar3 * g_nParticle_Multiplier;
  }
  *(int *)(this + 0x2e0) = iVar5;
  if (0.0 < *(float *)(this + 0x1dc)) {
    bVar4 = (byte)*(uint *)(this + 0x1e4);
    bVar6 = (*(uint *)(this + 0x1e4) & 0x20) == 0;
    *(uint *)(this + 0x18) = *(uint *)(this + 0x18) | (uint)bVar6 << (bVar4 & 0x1f);
    *(uint *)(this + 0x1c) = *(uint *)(this + 0x1c) | (uint)!bVar6 << (bVar4 & 0x1f);
  }
  ParseOperators(this,"renderers",0,param_1,this + 0x31c);
  ParseOperators(this,"operators",1,param_1,this + 0x308);
  ParseOperators(this,"initializers",2,param_1,this + 0x330);
  ParseOperators(this,"emitters",3,param_1,this + 0x344);
  ParseChildren(this,param_1);
  ParseOperators(this,"forces",5,param_1,this + 0x358);
  ParseOperators(this,"constraints",6,param_1,this + 0x36c);
  SetupContextData(this);
  return;
}

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)