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 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.