L L4D2node

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 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)