L L4D2node

CFuncSmokeVolume::SetDensity

0x006c3b50 · 101 bytes · __thiscall

_ZN16CFuncSmokeVolume10SetDensityEf

Decompiled

undefined (2 params)

/* CFuncSmokeVolume::SetDensity(float) */

void __thiscall CFuncSmokeVolume::SetDensity(CFuncSmokeVolume *this,float param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (param_1 == *(float *)(this + 0x560)) {
    return;
  }
  if (this[0x6c] == (CFuncSmokeVolume)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    *(float *)(this + 0x560) = param_1;
  }
  else {
    this[0x70] = (CFuncSmokeVolume)((byte)this[0x70] | 1);
    *(float *)(this + 0x560) = param_1;
  }
  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)