L L4D2node

UpdateMaterialSystemConfig

0x00192690 · 81 bytes · unknown

_Z26UpdateMaterialSystemConfigv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UpdateMaterialSystemConfig() */

void UpdateMaterialSystemConfig(void)

{
  char cVar1;
  
  if ((DAT_003a172c != 0) && (*(int *)(DAT_003a172c + 0x94) == 0)) {
    ConVar::SetValue(0x3a6740);
  }
  cVar1 = (**(code **)(*materials + 0x3c))(materials,0);
  if (cVar1 != '\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)