L L4D2node

CColorCorrectionSystem::LevelInitPostEntity

0x00646a90 · 111 bytes · __thiscall

_ZN22CColorCorrectionSystem19LevelInitPostEntityEv

Decompiled

undefined (1 param)

/* CColorCorrectionSystem::LevelInitPostEntity() */

void __thiscall CColorCorrectionSystem::LevelInitPostEntity(CColorCorrectionSystem *this)

{
  uint uVar1;
  CBasePlayer *this_00;
  undefined *puVar2;
  
  InitMasterController(this);
  if (((*(int *)(gpGlobals + 0x14) == 1) &&
      (this_00 = (CBasePlayer *)UTIL_GetLocalPlayer(), this_00 != (CBasePlayer *)0x0)) &&
     ((uVar1 = *(uint *)(this_00 + 0x1c64), uVar1 == 0xffffffff ||
      (((puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc ||
        (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)))))) {
    CBasePlayer::InitColorCorrectionController(this_00);
    return;
  }
  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)