CDynamicLight::InputToggle
0x0066a7c0 · 170 bytes · __cdecl
_ZN13CDynamicLight11InputToggleER11inputdata_t
Decompiled
undefined (1 param)
/* CDynamicLight::InputToggle(inputdata_t&) */
void CDynamicLight::InputToggle(inputdata_t *param_1)
{
inputdata_t iVar1;
CBaseEdict *pCVar2;
int iVar3;
if (param_1[0x443] != (inputdata_t)0x0) {
if (param_1[0x441] != (inputdata_t)0x3) {
if (param_1[0x6c] == (inputdata_t)0x0) {
pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
}
param_1[0x441] = (inputdata_t)0x3;
}
param_1[0x443] = (inputdata_t)0x0;
return;
}
iVar1 = param_1[0x440];
if (iVar1 != param_1[0x441]) {
if (param_1[0x6c] == (inputdata_t)0x0) {
pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
}
param_1[0x441] = iVar1;
}
param_1[0x443] = (inputdata_t)0x1;
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.