CFogSystem::InitMasterController
0x006a9330 · 128 bytes · __thiscall
_ZN10CFogSystem20InitMasterControllerEv
Decompiled
undefined (1 param)
/* CFogSystem::InitMasterController() */
void __thiscall CFogSystem::InitMasterController(CFogSystem *this)
{
uint uVar1;
undefined4 *puVar2;
undefined *puVar3;
CBaseEntity *pCVar4;
pCVar4 = (CBaseEntity *)0x0;
while (pCVar4 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar4,"env_fog_controller"),
pCVar4 != (CBaseEntity *)0x0) {
uVar1 = *(uint *)(this + 0x18);
if ((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
((*(int *)(puVar3 + 4) == 0 || (((byte)pCVar4[0x148] & 1) != 0)))) {
puVar2 = (undefined4 *)(**(code **)(*(int *)pCVar4 + 0xc))(pCVar4);
*(undefined4 *)(this + 0x18) = *puVar2;
}
}
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.