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 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.