L L4D2node

CFogController::SetLerpValues

0x006a8610 · 699 bytes · __thiscall

_ZN14CFogController13SetLerpValuesEv

Decompiled

undefined (1 param)

/* CFogController::SetLerpValues() */

void __thiscall CFogController::SetLerpValues(CFogController *this)

{
  float fVar1;
  uint uVar2;
  
  uVar2 = *(uint *)(this + 0x498);
  if (((uVar2 & 1) != 0) &&
     ((((this[0x450] != this[0x458] || (this[0x451] != this[0x459])) || (this[0x452] != this[0x45a])
       ) || (this[0x453] != this[0x45b])))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x450);
    *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x458);
    uVar2 = *(uint *)(this + 0x498);
  }
  if (((uVar2 & 2) != 0) &&
     (((this[0x454] != this[0x45c] || (this[0x455] != this[0x45d])) ||
      ((this[0x456] != this[0x45e] || (this[0x457] != this[0x45f])))))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x454);
    *(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x45c);
    uVar2 = *(uint *)(this + 0x498);
  }
  if (((uVar2 & 4) != 0) && (fVar1 = *(float *)(this + 0x478), fVar1 != *(float *)(this + 0x460))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x460);
    uVar2 = *(uint *)(this + 0x498);
    *(float *)(this + 0x460) = fVar1;
  }
  if (((uVar2 & 8) != 0) && (fVar1 = *(float *)(this + 0x47c), fVar1 != *(float *)(this + 0x464))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x464);
    uVar2 = *(uint *)(this + 0x498);
    *(float *)(this + 0x464) = fVar1;
  }
  if (((uVar2 & 0x10) != 0) && (fVar1 = *(float *)(this + 0x480), fVar1 != *(float *)(this + 0x46c))
     ) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x46c);
    uVar2 = *(uint *)(this + 0x498);
    *(float *)(this + 0x46c) = fVar1;
  }
  if (((uVar2 & 0x20) != 0) && (fVar1 = *(float *)(this + 0x474), fVar1 != *(float *)(this + 0x470))
     ) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x470);
    *(float *)(this + 0x470) = fVar1;
  }
  *(undefined4 *)(this + 0x498) = 0;
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 != *(float *)(this + 0x484)) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x484);
    *(float *)(this + 0x484) = fVar1;
  }
  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)