L L4D2node

OverrideMaterialSystemConfig

0x001925b0 · 194 bytes · __cdecl

_Z28OverrideMaterialSystemConfigR23MaterialSystem_Config_t

Decompiled

undefined (1 param)

/* OverrideMaterialSystemConfig(MaterialSystem_Config_t&) */

void OverrideMaterialSystemConfig(MaterialSystem_Config_t *param_1)

{
  int *piVar1;
  char cVar2;
  char *pcVar3;
  int iVar4;
  int *local_14;
  int local_10;
  
  ConVarRef::ConVarRef((ConVarRef *)&local_14,"mat_supportflashlight");
  iVar4 = *(int *)(local_10 + 0x30);
  if (iVar4 == -1) {
    pcVar3 = (char *)COM_GetModDirectory();
    iVar4 = _V_stricmp(pcVar3,"portal");
    if (iVar4 != 0) {
      iVar4 = _V_stricmp(pcVar3,"tf");
      if (iVar4 != 0) {
        (**(code **)(*local_14 + 8))(local_14,1);
        iVar4 = *(int *)(local_10 + 0x30);
        goto LAB_001925d9;
      }
    }
    (**(code **)(*local_14 + 8))(local_14,0);
    iVar4 = *(int *)(local_10 + 0x30);
  }
LAB_001925d9:
  piVar1 = materials;
  param_1[0x5e] = (MaterialSystem_Config_t)(iVar4 != 0);
  cVar2 = (**(code **)(*piVar1 + 0x40))(piVar1,param_1,0);
  if (cVar2 != '\0') {
    s_bConfigLightingChanged = 1;
  }
  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)