CEnvTonemapController::InputSetTonemapRate
0x00696b90 · 80 bytes · __thiscall
_ZN21CEnvTonemapController19InputSetTonemapRateER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvTonemapController::InputSetTonemapRate(inputdata_t&) */
void __thiscall
CEnvTonemapController::InputSetTonemapRate(CEnvTonemapController *this,inputdata_t *param_1)
{
char cVar1;
undefined4 uVar2;
int *local_14 [2];
ConVarRef::ConVarRef((ConVarRef *)local_14,"mat_hdr_manual_tonemap_rate");
cVar1 = ConVarRef::IsValid((ConVarRef *)local_14);
if (cVar1 != '\0') {
uVar2 = *(undefined4 *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
uVar2 = 0;
}
(**(code **)(*local_14[0] + 4))(local_14[0],uVar2);
}
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.