L L4D2node

CFogController::InputSetColorSecondaryLerpTo

0x006a8160 · 170 bytes · __thiscall

_ZN14CFogController28InputSetColorSecondaryLerpToER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  CFogController CVar1;
  CFogController CVar2;
  CFogController CVar3;
  CFogController CVar4;
  
  *(uint *)(this + 0x498) = *(uint *)(this + 0x498) | 2;
  CVar1 = *(CFogController *)(param_1 + 10);
  CVar2 = *(CFogController *)(param_1 + 8);
  CVar3 = *(CFogController *)(param_1 + 9);
  CVar4 = *(CFogController *)(param_1 + 0xb);
  if ((((CVar2 != this[0x45c]) || (CVar3 != this[0x45d])) || (CVar1 != this[0x45e])) ||
     (CVar4 != this[0x45f])) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x45c);
    this[0x45c] = CVar2;
    this[0x45d] = CVar3;
    this[0x45e] = CVar1;
    this[0x45f] = 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)