L L4D2node

CEnvDOFController::InputSetFarBlurRadius

0x0068ce40 · 222 bytes · __thiscall

_ZN17CEnvDOFController21InputSetFarBlurRadiusER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvDOFController::InputSetFarBlurRadius(inputdata_t&) */

void __thiscall
CEnvDOFController::InputSetFarBlurRadius(CEnvDOFController *this,inputdata_t *param_1)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  CEnvDOFController CVar4;
  float fVar5;
  
  fVar5 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar5 = 0.0;
  }
  if (fVar5 == *(float *)(this + 0x460)) {
    fVar1 = *(float *)(this + 0x45c);
  }
  else {
    if (this[0x6c] == (CEnvDOFController)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvDOFController)((byte)this[0x70] | 1);
    }
    fVar1 = *(float *)(this + 0x45c);
    *(float *)(this + 0x460) = fVar5;
  }
  CVar4 = (CEnvDOFController)0x1;
  if (fVar1 <= 0.0) {
    CVar4 = (CEnvDOFController)(0.0 < *(float *)(this + 0x460));
  }
  if (CVar4 != this[0x448]) {
    if (this[0x6c] == (CEnvDOFController)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvDOFController)((byte)this[0x70] | 1);
    }
    this[0x448] = CVar4;
  }
  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)