CColorCorrection::InputDisable
0x006468e0 · 165 bytes · __cdecl
_ZN16CColorCorrection12InputDisableER11inputdata_t
Decompiled
undefined (1 param)
/* CColorCorrection::InputDisable(inputdata_t&) */
void CColorCorrection::InputDisable(inputdata_t *param_1)
{
CBaseEdict *pCVar1;
int iVar2;
if (param_1[0x45d] != (inputdata_t)0x0) {
if (param_1[0x6c] == (inputdata_t)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
}
param_1[0x45d] = (inputdata_t)0x0;
}
if (*(float *)(param_1 + 0x444) <= 0.0) {
if (*(float *)(param_1 + 0x46c) == 0.0) {
return;
}
if (param_1[0x6c] == (inputdata_t)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
}
*(undefined4 *)(param_1 + 0x46c) = 0;
return;
}
FadeOut((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.