CEnvTonemapController::InputSetBloomScale
0x00697330 · 245 bytes · __thiscall
_ZN21CEnvTonemapController18InputSetBloomScaleER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvTonemapController::InputSetBloomScale(inputdata_t&) */
void __thiscall
CEnvTonemapController::InputSetBloomScale(CEnvTonemapController *this,inputdata_t *param_1)
{
CBaseEdict *pCVar1;
int iVar2;
float fVar3;
float fVar4;
fVar3 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar3 = 0.0;
}
fVar4 = *(float *)(this + 0x45c);
if (fVar3 != *(float *)(this + 0x45c)) {
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 + 0x45c) = fVar3;
fVar4 = fVar3;
}
if (fVar4 != *(float *)(this + 0x460)) {
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 + 0x460) = fVar4;
}
if (this[0x452] != (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[0x452] = (CEnvTonemapController)0x1;
}
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.