L L4D2node

CFogController::InputSetColorLerpTo

0x006a8220 · 170 bytes · __thiscall

_ZN14CFogController19InputSetColorLerpToER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  CFogController CVar1;
  CFogController CVar2;
  CFogController CVar3;
  CFogController CVar4;
  
  *(uint *)(this + 0x498) = *(uint *)(this + 0x498) | 1;
  CVar1 = *(CFogController *)(param_1 + 10);
  CVar2 = *(CFogController *)(param_1 + 8);
  CVar3 = *(CFogController *)(param_1 + 9);
  CVar4 = *(CFogController *)(param_1 + 0xb);
  if ((((CVar2 != this[0x458]) || (CVar3 != this[0x459])) || (CVar1 != this[0x45a])) ||
     (CVar4 != this[0x45b])) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x458);
    this[0x458] = CVar2;
    this[0x459] = CVar3;
    this[0x45a] = CVar1;
    this[0x45b] = 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)