L L4D2node

CEnvTonemapController::UpdateTonemapScaleBlend

0x00696890 · 209 bytes · __thiscall

_ZN21CEnvTonemapController23UpdateTonemapScaleBlendEv

Decompiled

undefined (1 param)

/* CEnvTonemapController::UpdateTonemapScaleBlend() */

void __thiscall CEnvTonemapController::UpdateTonemapScaleBlend(CEnvTonemapController *this)

{
  ConVar::SetValue(2.3312674e-38);
  if (*(float *)(gpGlobals + 0xc) < *(float *)(this + 0x448)) {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  }
  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)