L L4D2node

CColorCorrection::InputEnable

0x00646760 · 183 bytes · __cdecl

_ZN16CColorCorrection11InputEnableER11inputdata_t

Decompiled

undefined (1 param)

/* CColorCorrection::InputEnable(inputdata_t&) */

void CColorCorrection::InputEnable(inputdata_t *param_1)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  if (param_1[0x45d] != (inputdata_t)0x1) {
    if (param_1[0x6c] == (inputdata_t)0x0) {
      pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
    }
    param_1[0x45d] = (inputdata_t)0x1;
  }
  if (*(float *)(param_1 + 0x440) <= 0.0) {
    fVar1 = *(float *)(param_1 + 0x458);
    if (fVar1 == *(float *)(param_1 + 0x46c)) {
      return;
    }
    if (param_1[0x6c] == (inputdata_t)0x0) {
      pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
    }
    *(float *)(param_1 + 0x46c) = fVar1;
    return;
  }
  FadeIn((CColorCorrection *)param_1);
  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)