L L4D2node

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 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)