L L4D2node

CTextureToggle::InputSetBrushTexIndex

0x006963e0 · 237 bytes · __thiscall

_ZN14CTextureToggle21InputSetBrushTexIndexER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall CTextureToggle::InputSetBrushTexIndex(CTextureToggle *this,inputdata_t *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  char *pcVar2;
  CBaseEntity CVar3;
  CBaseEntity *pCVar4;
  
  pCVar4 = (CBaseEntity *)0x0;
  pcVar2 = "";
  if (*(char **)(this + 0xf8) != (char *)0x0) {
    pcVar2 = *(char **)(this + 0xf8);
  }
  while (pCVar4 = (CBaseEntity *)
                  CGlobalEntityList::FindEntityByName
                            ((CGlobalEntityList *)gEntList,pCVar4,pcVar2,(CBaseEntity *)0x0,
                             (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0),
        pCVar4 != (CBaseEntity *)0x0) {
    CVar3 = SUB41(*(undefined4 *)(param_1 + 8),0);
    if (*(int *)(param_1 + 0x18) != 5) {
      CVar3 = (CBaseEntity)0x0;
    }
    if (CVar3 != pCVar4[0x2f8]) {
      if (pCVar4[0x6c] == (CBaseEntity)0x0) {
        this_00 = *(CBaseEdict **)(pCVar4 + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        pCVar4[0x70] = (CBaseEntity)((byte)pCVar4[0x70] | 1);
      }
      pCVar4[0x2f8] = CVar3;
    }
    pcVar2 = *(char **)(this + 0xf8);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
  }
  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)