L L4D2node

CTextureToggle::InputIncrementBrushTexIndex

0x006962e0 · 249 bytes · __cdecl

_ZN14CTextureToggle27InputIncrementBrushTexIndexER11inputdata_t

Decompiled

undefined (1 param)

/* CTextureToggle::InputIncrementBrushTexIndex(inputdata_t&) */

void CTextureToggle::InputIncrementBrushTexIndex(inputdata_t *param_1)

{
  CBaseEdict *this;
  CBaseEntity *pCVar1;
  int iVar2;
  char *pcVar3;
  CBaseEntity CVar4;
  
  pcVar3 = "";
  if (*(char **)(param_1 + 0xf8) != (char *)0x0) {
    pcVar3 = *(char **)(param_1 + 0xf8);
  }
  for (pCVar1 = (CBaseEntity *)
                CGlobalEntityList::FindEntityByName
                          ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,
                           (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                           (IEntityFindFilter *)0x0); pCVar1 != (CBaseEntity *)0x0;
      pCVar1 = (CBaseEntity *)
               CGlobalEntityList::FindEntityByName
                         ((CGlobalEntityList *)gEntList,pCVar1,pcVar3,(CBaseEntity *)0x0,
                          (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0)) {
    CVar4 = (CBaseEntity)((char)pCVar1[0x2f8] + '\x01');
    if (pCVar1[0x2f8] != CVar4) {
      if (pCVar1[0x6c] == (CBaseEntity)0x0) {
        this = *(CBaseEdict **)(pCVar1 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        pCVar1[0x70] = (CBaseEntity)((byte)pCVar1[0x70] | 1);
      }
      pCVar1[0x2f8] = CVar4;
    }
    pcVar3 = *(char **)(param_1 + 0xf8);
    if (pcVar3 == (char *)0x0) {
      pcVar3 = "";
    }
  }
  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)