UpdateStudioRenderConfig
0x001860c0 · 873 bytes · unknown
_Z24UpdateStudioRenderConfigv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UpdateStudioRenderConfig() */
void UpdateStudioRenderConfig(void)
{
char cVar1;
undefined1 *puVar2;
int iVar3;
undefined4 *puVar4;
bool bVar5;
if (g_pMaterialSystemConfig == 0) {
return;
}
if (g_pStudioRender == (int *)0x0) {
return;
}
puVar4 = &s_StudioRenderConfig;
for (iVar3 = 0xe; iVar3 != 0; iVar3 = iVar3 + -1) {
*puVar4 = 0;
puVar4 = puVar4 + 1;
}
DAT_003a58e4 = DAT_003a58e4 & 0xfe | *(int *)(r_eyemove._28_4_ + 0x30) != 0;
s_StudioRenderConfig = *(undefined4 *)(r_eyeshift_x._28_4_ + 0x2c);
DAT_003a58c4 = *(undefined4 *)(r_eyeshift_y._28_4_ + 0x2c);
_DAT_003a58c8 = *(undefined4 *)(r_eyeshift_z._28_4_ + 0x2c);
_DAT_003a58cc = *(undefined4 *)(r_eyesize._28_4_ + 0x2c);
if (*(int *)(mat_softwareskin._28_4_ + 0x30) == 0) {
cVar1 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
if (cVar1 == '\0') {
puVar2 = sv_cheats;
LAB_001863ed:
if (*(int *)(*(int *)(puVar2 + 0x1c) + 0x30) == 0) goto LAB_001863f7;
LAB_00186400:
if (*(int *)(mat_wireframe._28_4_ + 0x30) != 0) goto LAB_00186167;
}
else {
if ((g_pMatchFramework == (int *)0x0) ||
(iVar3 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework), iVar3 == 0)) {
puVar2 = sv_cheats;
}
else {
puVar2 = (undefined1 *)0x0;
}
if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) &&
(*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0)) && (puVar2 != (undefined1 *)0x0))
goto LAB_001863ed;
LAB_001863f7:
cVar1 = Cmd_IsRptActive();
if (cVar1 != '\0') goto LAB_00186400;
}
if (*(int *)(r_slowpathwireframe._28_4_ + 0x30) != 0) goto LAB_00186167;
DAT_003a58e4 = DAT_003a58e4 & 0xfd;
}
else {
LAB_00186167:
DAT_003a58e4 = DAT_003a58e4 | 2;
}
_DAT_003a58d8 = *(undefined4 *)(r_drawentities._28_4_ + 0x30);
DAT_003a58e4 = DAT_003a58e4 & 0x83 | (*(int *)(r_nohw._28_4_ + 0x30) != 0) << 2 |
(*(int *)(r_nosw._28_4_ + 0x30) != 0) << 3 |
(*(int *)(r_teeth._28_4_ + 0x30) != 0) << 4 |
(*(int *)(r_flex._28_4_ + 0x30) != 0) << 6 |
(*(int *)(r_eyes._28_4_ + 0x30) != 0) << 5;
cVar1 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
if (cVar1 == '\0') {
puVar2 = sv_cheats;
LAB_00186211:
if (*(int *)(*(int *)(puVar2 + 0x1c) + 0x30) == 0) goto LAB_0018621b;
LAB_00186228:
bVar5 = true;
if (*(int *)(mat_wireframe._28_4_ + 0x30) != 0) goto LAB_0018623e;
}
else {
if ((g_pMatchFramework == (int *)0x0) ||
(iVar3 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework), iVar3 == 0)) {
puVar2 = sv_cheats;
}
else {
puVar2 = (undefined1 *)0x0;
}
if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) &&
(*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0)) && (puVar2 != (undefined1 *)0x0))
goto LAB_00186211;
LAB_0018621b:
cVar1 = Cmd_IsRptActive();
if (cVar1 != '\0') goto LAB_00186228;
}
bVar5 = *(int *)(r_slowpathwireframe._28_4_ + 0x30) != 0;
LAB_0018623e:
DAT_003a58e4 = DAT_003a58e4 & 0x7f | bVar5 << 7;
_DAT_003a58dc = *(undefined4 *)(r_skin._28_4_ + 0x30);
_DAT_003a58d4 = *(undefined4 *)(r_maxmodeldecal._28_4_ + 0x30);
_DAT_003a58e0 = (uint)*(byte *)(g_pMaterialSystemConfig + 0x49);
DAT_003a58e5 = DAT_003a58e5 & 0xc6 | *(int *)(mat_normals._28_4_ + 0x30) != 0 |
(*(int *)(r_modelwireframedecal._28_4_ + 0x30) != 0) << 5 |
(*(byte *)(g_pMaterialSystemConfig + 0x43) & 1) << 3 |
(*(int *)(r_showenvcubemap._28_4_ + 0x30) != 0) << 4;
_DAT_003a58d0 = *(undefined4 *)(r_eyeglintlodpixels._28_4_ + 0x2c);
(**(code **)(*g_pStudioRender + 0x20))(g_pStudioRender,&s_StudioRenderConfig);
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.