CEnvProjectedTexture::InputSetTarget
0x00693f30 · 303 bytes · __thiscall
_ZN20CEnvProjectedTexture14InputSetTargetER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvProjectedTexture::InputSetTarget(inputdata_t&) */
void __thiscall
CEnvProjectedTexture::InputSetTarget(CEnvProjectedTexture *this,inputdata_t *param_1)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined4 *puVar3;
undefined *puVar4;
int *piVar5;
int *piVar6;
if (*(int *)(param_1 + 0x18) == 0xd) {
uVar1 = *(uint *)(param_1 + 0x14);
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
piVar5 = (int *)0x0;
}
else {
piVar5 = *(int **)(puVar4 + 4);
}
}
else {
if ((variant_t::Entity()::hNull == '\0') &&
(iVar2 = __cxa_guard_acquire(&variant_t::Entity()::hNull), iVar2 != 0)) {
variant_t::Entity()::hNull = 0xffffffff;
__cxa_guard_release(&variant_t::Entity()::hNull);
}
piVar5 = (int *)0x0;
variant_t::Entity()::hNull = 0xffffffff;
}
uVar1 = *(uint *)(this + 0x440);
piVar6 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar6 = *(int **)(puVar4 + 4);
}
if (piVar5 != piVar6) {
if (this[0x6c] == (CEnvProjectedTexture)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CEnvProjectedTexture)((byte)this[0x70] | 1);
}
if (piVar5 == (int *)0x0) {
*(undefined4 *)(this + 0x440) = 0xffffffff;
return;
}
puVar3 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(this + 0x440) = *puVar3;
}
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.