L L4D2node

CColorCorrectionSystem::InitMasterController

0x006469b0 · 172 bytes · __thiscall

_ZN22CColorCorrectionSystem20InitMasterControllerEv

Decompiled

undefined (1 param)

/* CColorCorrectionSystem::InitMasterController() */

void __thiscall CColorCorrectionSystem::InitMasterController(CColorCorrectionSystem *this)

{
  uint uVar1;
  int iVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  CBaseEntity *pCVar5;
  
  pCVar5 = (CBaseEntity *)0x0;
  while ((iVar2 = CGlobalEntityList::FindEntityByClassname
                            ((CGlobalEntityList *)gEntList,pCVar5,"color_correction"), iVar2 != 0 &&
         (pCVar5 = (CBaseEntity *)
                   __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CColorCorrection::typeinfo,0),
         pCVar5 != (CBaseEntity *)0x0))) {
    uVar1 = *(uint *)(this + 0x18);
    if (((uVar1 == 0xffffffff) ||
        (((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)))) ||
       (((byte)pCVar5[0x148] & 1) != 0)) {
      puVar3 = (undefined4 *)(**(code **)(*(int *)pCVar5 + 0xc))(pCVar5);
      *(undefined4 *)(this + 0x18) = *puVar3;
    }
  }
  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)