CSprite::InputColorGreenValue
0x004c1f00 · 214 bytes · __thiscall
_ZN7CSprite20InputColorGreenValueER11inputdata_t
Decompiled
undefined (2 params)
/* CSprite::InputColorGreenValue(inputdata_t&) */
void __thiscall CSprite::InputColorGreenValue(CSprite *this,inputdata_t *param_1)
{
float fVar1;
CSprite CVar2;
CBaseEdict *pCVar3;
int iVar4;
CSprite CVar5;
CSprite CVar6;
CVar6 = (CSprite)0x0;
fVar1 = *(float *)(param_1 + 8);
if (((*(int *)(param_1 + 0x18) == 1) && (CVar6 = (CSprite)0xff, fVar1 <= 255.0)) &&
(CVar6 = SUB41((int)fVar1,0), fVar1 < 0.0)) {
CVar6 = (CSprite)0x0;
}
CVar2 = this[0x126];
if (this[0x125] != CVar6) {
CVar5 = CVar2;
if (this[0x6c] == (CSprite)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar4 + 2) = 0;
CVar5 = this[0x126];
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x125] = CVar6;
if (CVar2 != CVar5) {
if (this[0x6c] == (CSprite)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x126] = CVar2;
}
}
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.