L L4D2node

CEnvProjectedTexture::KeyValue

0x00694d50 · 220 bytes · __thiscall

_ZN20CEnvProjectedTexture8KeyValueEPKcS1_

Decompiled

undefined (3 params)

/* CEnvProjectedTexture::KeyValue(char const*, char const*) */

undefined4 __thiscall
CEnvProjectedTexture::KeyValue(CEnvProjectedTexture *this,char *param_1,char *param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined4 uVar2;
  float local_18;
  float local_14;
  float local_10;
  
  if (param_1 != "lightcolor") {
    iVar1 = _V_stricmp(param_1,"lightcolor");
    if (iVar1 != 0) {
      uVar2 = CPointEntity::KeyValue((CPointEntity *)this,param_1,param_2);
      return uVar2;
    }
  }
  UTIL_ColorStringToLinearFloatColor((Vector *)&local_18,param_2);
  if (((local_18 != *(float *)(this + 0x450)) || (local_14 != *(float *)(this + 0x454))) ||
     (local_10 != *(float *)(this + 0x458))) {
    if (this[0x6c] == (CEnvProjectedTexture)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvProjectedTexture)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x450) = local_18;
    *(float *)(this + 0x454) = local_14;
    *(float *)(this + 0x458) = local_10;
  }
  return 1;
}

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)