L L4D2node

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 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)