CFogController::CFogController
0x006a9230 · 214 bytes · __thiscall
_ZN14CFogControllerC1Ev
Decompiled
undefined (1 param)
/* CFogController::CFogController() */
void __thiscall CFogController::CFogController(CFogController *this)
{
fogparams_t *this_00;
this_00 = (fogparams_t *)(this + 0x440);
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CFogController_00c882a8;
/* try { // try from 006a925a to 006a9309 has its CatchHandler @ 006a9316 */
fogparams_t::fogparams_t(this_00);
*(undefined ***)(this + 0x440) = &PTR_NetworkStateChanged_00c88268;
if (this[0x48c] != (CFogController)0x0) {
NetworkVar_m_fog::NetworkStateChanged(this_00);
this[0x48c] = (CFogController)0x0;
}
if (*(float *)(this + 0x46c) != 1.0) {
(**(code **)(*(int *)(this + 0x440) + 4))(this_00,this + 0x46c);
*(undefined4 *)(this + 0x46c) = 0x3f800000;
}
if (*(float *)(this + 0x490) == 1.0) {
return;
}
(**(code **)(*(int *)(this + 0x440) + 4))(this_00,this + 0x490);
*(undefined4 *)(this + 0x490) = 0x3f800000;
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.