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 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.