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 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.