L L4D2node

CBeam::InputColorRedValue

0x00425870 · 297 bytes · __thiscall

_ZN5CBeam18InputColorRedValueER11inputdata_t

Decompiled

undefined (2 params)

/* CBeam::InputColorRedValue(inputdata_t&) */

void __thiscall CBeam::InputColorRedValue(CBeam *this,inputdata_t *param_1)

{
  float fVar1;
  CBeam CVar2;
  CBeam CVar3;
  CBaseEdict *pCVar4;
  int iVar5;
  CBeam CVar6;
  CBeam CVar7;
  
  CVar6 = (CBeam)0x0;
  fVar1 = *(float *)(param_1 + 8);
  if (((*(int *)(param_1 + 0x18) == 1) && (CVar6 = (CBeam)0xff, fVar1 <= 255.0)) &&
     (CVar6 = SUB41((int)fVar1,0), fVar1 < 0.0)) {
    CVar6 = (CBeam)0x0;
  }
  CVar2 = this[0x126];
  CVar3 = this[0x125];
  if (this[0x124] != CVar6) {
    CVar7 = CVar3;
    if (this[0x6c] == (CBeam)0x0) {
      pCVar4 = *(CBaseEdict **)(this + 0x30);
      if (pCVar4 != (CBaseEdict *)0x0) {
        *(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
        *(undefined2 *)(iVar5 + 2) = 0;
        CVar7 = this[0x125];
      }
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
    }
    this[0x124] = CVar6;
    if (CVar3 != CVar7) {
      if (this[0x6c] == (CBeam)0x0) {
        pCVar4 = *(CBaseEdict **)(this + 0x30);
        if (pCVar4 != (CBaseEdict *)0x0) {
          *(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBeam)((byte)this[0x70] | 1);
      }
      this[0x125] = CVar3;
    }
  }
  if (CVar2 != this[0x126]) {
    if (this[0x6c] == (CBeam)0x0) {
      pCVar4 = *(CBaseEdict **)(this + 0x30);
      if (pCVar4 != (CBaseEdict *)0x0) {
        *(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
    }
    this[0x126] = CVar2;
  }
  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)