L L4D2node

CParticleSystemMgr::CParticleSystemMgr

0x00bd4510 · 389 bytes · __thiscall

_ZN18CParticleSystemMgrC2Ev

Decompiled

undefined (1 param)

/* CParticleSystemMgr::CParticleSystemMgr() */

void __thiscall CParticleSystemMgr::CParticleSystemMgr(CParticleSystemMgr *this)

{
  CParticleSystemMgr *pCVar1;
  CParticleSystemMgr *pCVar2;
  
  pCVar1 = this;
  do {
    *(undefined4 *)pCVar1 = 0;
    pCVar2 = pCVar1 + 0x14;
    *(undefined4 *)(pCVar1 + 4) = 0;
    *(undefined4 *)(pCVar1 + 8) = 0;
    *(undefined4 *)(pCVar1 + 0xc) = 0;
    *(undefined4 *)(pCVar1 + 0x10) = 0;
    pCVar1 = pCVar2;
  } while (pCVar2 != this + 0x8c);
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0x9c) = 0;
  *(undefined4 *)(this + 0xa0) = 0;
                    /* try { // try from 00bd45a4 to 00bd45a8 has its CatchHandler @ 00bd4695 */
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0xa4),0,0x20,true);
  *(undefined4 *)(this + 0xf4) = 0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0;
  *(undefined4 *)(this + 0x100) = 0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x114) = 0;
  *(undefined4 *)(this + 0x118) = 0;
  *(undefined4 *)(this + 0x11c) = 0;
  *(undefined4 *)(this + 0x120) = 0;
  *(undefined4 *)(this + 0x124) = 0;
  *(undefined4 *)(this + 0x128) = 0;
  *(undefined4 *)(this + 300) = 0;
  *(undefined4 *)(this + 0x130) = 0;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x138) = 0;
  *(undefined4 **)(this + 0xf0) = &s_DefaultParticleSystemQuery;
  this[0x13c] = (CParticleSystemMgr)0x0;
  this[0x13d] = (CParticleSystemMgr)0x1;
  this[0x13e] = (CParticleSystemMgr)0x1;
  this[0x13f] = (CParticleSystemMgr)0x1;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  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)