L L4D2node

CFogController::InputSetColor

0x006a8000 · 163 bytes · __thiscall

_ZN14CFogController13InputSetColorER11inputdata_t

Decompiled

undefined (2 params)

/* CFogController::InputSetColor(inputdata_t&) */

void __thiscall CFogController::InputSetColor(CFogController *this,inputdata_t *param_1)

{
  CFogController CVar1;
  CFogController CVar2;
  CFogController CVar3;
  CFogController CVar4;
  
  CVar1 = *(CFogController *)(param_1 + 10);
  CVar2 = *(CFogController *)(param_1 + 8);
  CVar3 = *(CFogController *)(param_1 + 9);
  CVar4 = *(CFogController *)(param_1 + 0xb);
  if ((((CVar2 != this[0x450]) || (CVar3 != this[0x451])) || (CVar1 != this[0x452])) ||
     (CVar4 != this[0x453])) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x450);
    this[0x450] = CVar2;
    this[0x451] = CVar3;
    this[0x452] = CVar1;
    this[0x453] = CVar4;
  }
  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)