CGlowProperty::GetGlowColorOverrideNormalized
0x00466070 · 167 bytes · __thiscall
_ZNK13CGlowProperty30GetGlowColorOverrideNormalizedEPfS0_S0_
Decompiled
undefined (4 params)
/* CGlowProperty::GetGlowColorOverrideNormalized(float*, float*, float*) const */
void __thiscall
CGlowProperty::GetGlowColorOverrideNormalized
(CGlowProperty *this,float *param_1,float *param_2,float *param_3)
{
float fVar1;
double dVar2;
if (*(int *)(this + 0x10) != 0) {
*param_1 = *(float *)(this + 0x18);
*param_2 = *(float *)(this + 0x1c);
*param_3 = *(float *)(this + 0x20);
}
if (this[0x14] != (CGlowProperty)0x0) {
dVar2 = sin((double)(*(float *)(gpGlobals + 0xc) * 20.0));
fVar1 = (float)(dVar2 * 0.30000001192092896 + 0.699999988079071);
*param_1 = *param_1 * fVar1;
*param_2 = *param_2 * fVar1;
*param_3 = fVar1 * *param_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.