L L4D2node

CEnvTonemapController::InputSetAutoExposureMin

0x006971b0 · 159 bytes · __thiscall

_ZN21CEnvTonemapController23InputSetAutoExposureMinER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvTonemapController::InputSetAutoExposureMin(inputdata_t&) */

void __thiscall
CEnvTonemapController::InputSetAutoExposureMin(CEnvTonemapController *this,inputdata_t *param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  float fVar3;
  
  fVar3 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar3 = 0.0;
  }
  if (fVar3 != *(float *)(this + 0x454)) {
    if (this[0x6c] == (CEnvTonemapController)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvTonemapController)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x454) = fVar3;
  }
  if (this[0x450] != (CEnvTonemapController)0x1) {
    if (this[0x6c] == (CEnvTonemapController)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvTonemapController)((byte)this[0x70] | 1);
    }
    this[0x450] = (CEnvTonemapController)0x1;
  }
  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)