L L4D2node

CParticleSystemMgr::UncacheAllParticleSystems

0x00bd4440 · 186 bytes · __thiscall

_ZN18CParticleSystemMgr25UncacheAllParticleSystemsEv

Decompiled

undefined (1 param)

/* CParticleSystemMgr::UncacheAllParticleSystems() */

void __thiscall CParticleSystemMgr::UncacheAllParticleSystems(CParticleSystemMgr *this)

{
  byte bVar1;
  uint uVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  CParticleSystemDefinition *in_stack_ffffffe4;
  
  *(undefined4 *)(this + 0x120) = 0;
  piVar3 = *(int **)(this + 0x8c);
  *(undefined4 *)(this + 0x134) = 0;
  if (piVar3 != (int *)0x0) {
    iVar5 = piVar3[0x16];
    if (0 < iVar5) {
      iVar4 = 0;
      do {
        while ((*(byte *)(*(int *)(piVar3[0x13] + iVar4 * 4) + 0x41e) & 1) != 0) {
          CParticleSystemDefinition::Uncache(in_stack_ffffffe4);
          iVar4 = iVar4 + 1;
          piVar3 = *(int **)(this + 0x8c);
          if (iVar4 == iVar5) goto LAB_00bd44a8;
        }
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar5);
    }
LAB_00bd44a8:
    uVar2 = (uint)*(ushort *)((int)piVar3 + 0x26);
    if (*(ushort *)((int)piVar3 + 0x26) != 0) {
      iVar5 = 0;
      iVar4 = uVar2 - 1;
      while( true ) {
        bVar1 = bRam0000041e;
        if (iVar5 < (int)uVar2) {
          bVar1 = *(byte *)(*(int *)(*piVar3 + iVar5 * 4) + 0x41e);
        }
        if ((bVar1 & 1) != 0) {
          CParticleSystemDefinition::Uncache(in_stack_ffffffe4);
        }
        if (iVar5 == iVar4) break;
        piVar3 = *(int **)(this + 0x8c);
        iVar5 = iVar5 + 1;
        uVar2 = (uint)*(ushort *)((int)piVar3 + 0x26);
      }
    }
  }
  FlushAllSheets(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)