CFogController::InputSetMaxDensity
0x006a7f20 · 88 bytes · __thiscall
_ZN14CFogController18InputSetMaxDensityER11inputdata_t
Decompiled
undefined (2 params)
/* CFogController::InputSetMaxDensity(inputdata_t&) */
void __thiscall CFogController::InputSetMaxDensity(CFogController *this,inputdata_t *param_1)
{
float fVar1;
fVar1 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar1 = 0.0;
}
if (fVar1 != *(float *)(this + 0x46c)) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x46c);
*(float *)(this + 0x46c) = fVar1;
}
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.