CEnvScreenOverlay::InputSwitchOverlay
0x00695310 · 273 bytes · __thiscall
_ZN17CEnvScreenOverlay18InputSwitchOverlayER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvScreenOverlay::InputSwitchOverlay(inputdata_t&) */
void __thiscall CEnvScreenOverlay::InputSwitchOverlay(CEnvScreenOverlay *this,inputdata_t *param_1)
{
float fVar1;
CBaseEdict *pCVar2;
int iVar3;
uint uVar4;
int iVar5;
iVar5 = 1;
if (*(int *)(param_1 + 0x18) == 5) {
uVar4 = (int)(*(int *)(param_1 + 8) - 1U) >> 0x1f;
iVar5 = (*(int *)(param_1 + 8) - 1U ^ uVar4) - uVar4;
iVar3 = *(int *)(this + iVar5 * 4 + 0x440);
}
else {
iVar3 = *(int *)(this + 0x444);
}
if (iVar3 == 0) {
Warning();
return;
}
if (*(int *)(this + 0x494) != iVar5) {
if (this[0x6c] == (CEnvScreenOverlay)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] = (CEnvScreenOverlay)((byte)this[0x70] | 1);
}
*(int *)(this + 0x494) = iVar5;
}
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x490)) {
if (this[0x6c] == (CEnvScreenOverlay)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar5 + 2) = 0;
}
*(float *)(this + 0x490) = fVar1;
}
else {
this[0x70] = (CEnvScreenOverlay)((byte)this[0x70] | 1);
*(float *)(this + 0x490) = fVar1;
}
return;
}
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.