L L4D2node

CColorCorrectionVolume::KeyValue

0x00646eb0 · 330 bytes · __thiscall

_ZN22CColorCorrectionVolume8KeyValueEPKcS1_

Decompiled

undefined (3 params)

/* CColorCorrectionVolume::KeyValue(char const*, char const*) */

undefined4 __thiscall
CColorCorrectionVolume::KeyValue(CColorCorrectionVolume *this,char *param_1,char *param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  undefined4 uVar3;
  float local_10;
  
  if (param_1 != "filename") {
    iVar2 = _V_stricmp(param_1,"filename");
    if (iVar2 != 0) {
      if (param_1 != "maxweight") {
        iVar2 = _V_stricmp(param_1,"maxweight");
        if (iVar2 != 0) {
          uVar3 = CBaseToggle::KeyValue((CBaseToggle *)this,param_1,param_2);
          return uVar3;
        }
      }
      sscanf(param_2,"%f",&local_10);
      if (local_10 != *(float *)(this + 0x570)) {
        if (this[0x6c] == (CColorCorrectionVolume)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x570) = local_10;
      }
      return 1;
    }
  }
  if (this[0x6c] == (CColorCorrectionVolume)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
  }
  uVar3 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = uVar3;
  V_strncpy((char *)(this + 0x574),param_2,0x104);
  return 1;
}

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)