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 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.