L L4D2node

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 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)