L L4D2node

EnableHDR

0x00195e20 · 146 bytes · __cdecl

_Z9EnableHDRb

Decompiled

undefined (1 param)

/* EnableHDR(bool) */

void EnableHDR(bool param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*g_pMaterialSystemHardwareConfig + 0xbc))(g_pMaterialSystemHardwareConfig);
  if ((bool)cVar1 != param_1) {
    (**(code **)(*g_pMaterialSystemHardwareConfig + 0xc0))(g_pMaterialSystemHardwareConfig,param_1);
    (**(code **)(*materials + 0x1d0))(materials);
    ShutdownWellKnownRenderTargets();
    InitWellKnownRenderTargets();
    UpdateMaterialSystemConfig();
    (**(code **)(*materials + 0xa4))(materials);
    (**(code **)(*materials + 0xa8))(materials);
                    /* WARNING: Could not recover jumptable at 0x00195eaa. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*materials + 0x1cc))();
    return;
  }
  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)