L L4D2node

CGlowProperty::GetGlowColorOverride

0x00465fb0 · 177 bytes · __thiscall

_ZNK13CGlowProperty20GetGlowColorOverrideEPhS0_S0_

Decompiled

undefined (4 params)

/* CGlowProperty::GetGlowColorOverride(unsigned char*, unsigned char*, unsigned char*) const */

void __thiscall
CGlowProperty::GetGlowColorOverride
          (CGlowProperty *this,uchar *param_1,uchar *param_2,uchar *param_3)

{
  float fVar1;
  double dVar2;
  
  if (*(int *)(this + 0x10) != 0) {
    *param_1 = (uchar)this[0x10];
    *param_2 = (uchar)this[0x11];
    *param_3 = (uchar)this[0x12];
  }
  if (this[0x14] != (CGlowProperty)0x0) {
    dVar2 = sin((double)(*(float *)(gpGlobals + 0xc) * 20.0));
    fVar1 = (float)(dVar2 * 0.30000001192092896 + 0.699999988079071);
    *param_1 = (uchar)(int)((float)*param_1 * fVar1);
    *param_2 = (uchar)(int)((float)*param_2 * fVar1);
    *param_3 = (uchar)(int)((float)*param_3 * fVar1);
  }
  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)