L L4D2node

CBaseEntity::InputColor

0x00602440 · 225 bytes · __thiscall

_ZN11CBaseEntity10InputColorER11inputdata_t

Decompiled

undefined (2 params)

/* CBaseEntity::InputColor(inputdata_t&) */

void __thiscall CBaseEntity::InputColor(CBaseEntity *this,inputdata_t *param_1)

{
  CBaseEntity CVar1;
  CBaseEntity CVar2;
  CBaseEntity CVar3;
  CBaseEdict *pCVar4;
  int iVar5;
  
  CVar1 = *(CBaseEntity *)(param_1 + 8);
  CVar2 = *(CBaseEntity *)(param_1 + 9);
  CVar3 = *(CBaseEntity *)(param_1 + 10);
  if (CVar1 != this[0x124]) {
    if (this[0x6c] == (CBaseEntity)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] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x124] = CVar1;
  }
  if (CVar2 != this[0x125]) {
    if (this[0x6c] == (CBaseEntity)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] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x125] = CVar2;
  }
  if (CVar3 != this[0x126]) {
    if (this[0x6c] == (CBaseEntity)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] = (CBaseEntity)((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)