L L4D2node

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 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)