CGlowProperty::SetGlowColorOverride
0x00465ee0 · 86 bytes · __thiscall
_ZN13CGlowProperty20SetGlowColorOverrideE5Color
Decompiled
undefined (2 params)
/* CGlowProperty::SetGlowColorOverride(Color) */
void __thiscall CGlowProperty::SetGlowColorOverride(CGlowProperty *this,int param_2)
{
int iVar1;
if (param_2 != *(int *)(this + 0x10)) {
(**(code **)(*(int *)this + 4))(this,this + 0x10);
*(int *)(this + 0x10) = param_2;
}
iVar1 = 0;
do {
*(float *)(this + iVar1 * 4 + 0x18) = (float)(byte)(this + 0x10)[iVar1] * 0.003921569;
iVar1 = iVar1 + 1;
} while (iVar1 != 3);
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.