CParticleSystemMgr::FlushAllSheets
0x00bd4340 · 242 bytes · __thiscall
_ZN18CParticleSystemMgr14FlushAllSheetsEv
Decompiled
undefined (1 param)
/* CParticleSystemMgr::FlushAllSheets() */
void __thiscall CParticleSystemMgr::FlushAllSheets(CParticleSystemMgr *this)
{
int iVar1;
CSheet *this_00;
int *piVar2;
uint uVar3;
uint uVar4;
int iVar5;
int iVar6;
if (0 < *(int *)(this + 0x9c)) {
iVar6 = 0;
do {
this_00 = *(CSheet **)(*(int *)(this + 0x90) + iVar6 * 4);
if (this_00 != (CSheet *)0x0) {
CSheet::~CSheet(this_00);
operator_delete(this_00);
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this + 0x9c));
}
*(undefined4 *)(this + 0x9c) = 0;
CUtlMemory<CSheet*,int>::Purge((CUtlMemory<CSheet*,int> *)(this + 0x90));
*(undefined4 *)(this + 0xa0) = *(undefined4 *)(this + 0x90);
CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0xa4));
piVar2 = *(int **)(this + 0x8c);
if (piVar2 != (int *)0x0) {
iVar6 = piVar2[0x16];
if (0 < iVar6) {
iVar5 = 0;
do {
iVar1 = iVar5 * 4;
iVar5 = iVar5 + 1;
*(undefined1 *)(*(int *)(piVar2[0x13] + iVar1) + 0x2c1) = 0;
piVar2 = *(int **)(this + 0x8c);
} while (iVar5 != iVar6);
}
uVar3 = (uint)*(ushort *)((int)piVar2 + 0x26);
if (uVar3 != 0) {
iVar6 = 0;
uVar4 = uVar3;
while( true ) {
if (iVar6 < (int)uVar4) {
*(undefined1 *)(*(int *)(*piVar2 + iVar6 * 4) + 0x2c1) = 0;
}
else {
uRam000002c1 = 0;
}
if ((int)uVar3 <= iVar6 + 1) break;
iVar6 = iVar6 + 1;
piVar2 = *(int **)(this + 0x8c);
uVar4 = (uint)*(ushort *)((int)piVar2 + 0x26);
}
}
}
return;
}
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.