CDefaultParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox
0x00bd5680 · 53 bytes · __cdecl
_ZN27CDefaultParticleSystemQuery40GetRandomPointsOnControllingObjectHitBoxEP19CParticleCollectioniifiP6VectorS2_S3_Pii
Decompiled
undefined (10 params)
/* CDefaultParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(CParticleCollection*, int,
int, float, int, Vector*, Vector, Vector*, int*, int) */
void CDefaultParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox(void)
{
undefined4 *puVar1;
undefined4 *puVar2;
int param_4;
undefined4 *in_stack_0000001c;
if (0 < param_4) {
puVar1 = in_stack_0000001c;
do {
*puVar1 = 0;
puVar2 = puVar1 + 3;
puVar1[1] = 0;
puVar1[2] = 0;
puVar1 = puVar2;
} while (puVar2 != in_stack_0000001c + param_4 * 3);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.