L L4D2node

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 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)