CColorCorrectionVolume::CColorCorrectionVolume
0x006478c0 · 268 bytes · __thiscall
_ZN22CColorCorrectionVolumeC1Ev
Decompiled
undefined (1 param)
/* CColorCorrectionVolume::CColorCorrectionVolume() */
void __thiscall CColorCorrectionVolume::CColorCorrectionVolume(CColorCorrectionVolume *this)
{
undefined4 uVar1;
CBaseEdict *pCVar2;
CColorCorrectionVolume CVar3;
int iVar4;
CBaseTrigger::CBaseTrigger((CBaseTrigger *)this);
*(undefined ***)this = &PTR__CColorCorrectionVolume_00c6a588;
if (this[0x569] == (CColorCorrectionVolume)0x1) {
CVar3 = this[0x6c];
}
else {
if (this[0x6c] == (CColorCorrectionVolume)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 == (CBaseEdict *)0x0) {
CVar3 = (CColorCorrectionVolume)0x0;
}
else {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
/* try { // try from 00647904 to 00647974 has its CatchHandler @ 006479e7 */
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
CVar3 = this[0x6c];
}
}
else {
this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
CVar3 = (CColorCorrectionVolume)0x1;
}
this[0x569] = (CColorCorrectionVolume)0x1;
}
if (*(float *)(this + 0x570) != 1.0) {
if (CVar3 == (CColorCorrectionVolume)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
CVar3 = this[0x6c];
}
}
else {
this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x570) = 0x3f800000;
}
if (CVar3 == (CColorCorrectionVolume)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
this[0x574] = (CColorCorrectionVolume)0x0;
*(undefined4 *)(this + 0x74) = uVar1;
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.