L L4D2node

CSprite::InputColorBlueValue

0x004c2130 · 126 bytes · __thiscall

_ZN7CSprite19InputColorBlueValueER11inputdata_t

Decompiled

undefined (2 params)

/* CSprite::InputColorBlueValue(inputdata_t&) */

void __thiscall CSprite::InputColorBlueValue(CSprite *this,inputdata_t *param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  CSprite CVar3;
  
  CVar3 = (CSprite)0x0;
  fVar1 = *(float *)(param_1 + 8);
  if (((*(int *)(param_1 + 0x18) == 1) && (CVar3 = (CSprite)0xff, fVar1 <= 255.0)) &&
     (CVar3 = SUB41((int)fVar1,0), fVar1 < 0.0)) {
    CVar3 = (CSprite)0x0;
  }
  if (this[0x126] != CVar3) {
    if (this[0x6c] == (CSprite)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSprite)((byte)this[0x70] | 1);
    }
    this[0x126] = CVar3;
  }
  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)