CSprite::InputColorRedValue
0x004c1ff0 · 297 bytes · __thiscall
_ZN7CSprite18InputColorRedValueER11inputdata_t
Decompiled
undefined (2 params)
/* CSprite::InputColorRedValue(inputdata_t&) */
void __thiscall CSprite::InputColorRedValue(CSprite *this,inputdata_t *param_1)
{
float fVar1;
CSprite CVar2;
CSprite CVar3;
CBaseEdict *pCVar4;
int iVar5;
CSprite CVar6;
CSprite CVar7;
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];
CVar3 = this[0x125];
if (this[0x124] != CVar6) {
CVar7 = CVar3;
if (this[0x6c] == (CSprite)0x0) {
pCVar4 = *(CBaseEdict **)(this + 0x30);
if (pCVar4 != (CBaseEdict *)0x0) {
*(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
*(undefined2 *)(iVar5 + 2) = 0;
CVar7 = this[0x125];
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x124] = CVar6;
if (CVar3 != CVar7) {
if (this[0x6c] == (CSprite)0x0) {
pCVar4 = *(CBaseEdict **)(this + 0x30);
if (pCVar4 != (CBaseEdict *)0x0) {
*(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x125] = CVar3;
}
}
if (CVar2 != this[0x126]) {
if (this[0x6c] == (CSprite)0x0) {
pCVar4 = *(CBaseEdict **)(this + 0x30);
if (pCVar4 != (CBaseEdict *)0x0) {
*(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar4);
*(undefined2 *)(iVar5 + 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.