CBeamSpotlight::KeyValue
0x0062ef50 · 338 bytes · __thiscall
_ZN14CBeamSpotlight8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CBeamSpotlight::KeyValue(char const*, char const*) */
undefined4 __thiscall CBeamSpotlight::KeyValue(CBeamSpotlight *this,char *param_1,char *param_2)
{
float fVar1;
float fVar2;
CBaseEdict *pCVar3;
int iVar4;
undefined1 *puVar5;
undefined4 uVar6;
longdouble lVar7;
iVar4 = _V_stricmp(param_1,"SpotlightWidth");
if (iVar4 != 0) {
uVar6 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar6;
}
lVar7 = (longdouble)V_atof(param_2);
fVar1 = *(float *)(this + 0x44c);
fVar2 = (float)lVar7;
if (fVar2 != fVar1) {
if (this[0x6c] == (CBeamSpotlight)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] = (CBeamSpotlight)((byte)this[0x70] | 1);
}
*(float *)(this + 0x44c) = fVar2;
fVar1 = fVar2;
}
if (102.3 < fVar1) {
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(this + 0x154);
}
Warning("Map Bug: %s has SpotLightWidth %f > %f, clamping value\n",puVar5,(double)fVar1,
0x4059933340000000);
fVar1 = *(float *)(this + 0x44c);
fVar2 = 102.3;
if (fVar1 <= 102.3) {
fVar2 = fVar1;
}
if (fVar1 != fVar2) {
if (this[0x6c] == (CBeamSpotlight)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] = (CBeamSpotlight)((byte)this[0x70] | 1);
}
*(float *)(this + 0x44c) = fVar2;
}
}
return 1;
}
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.