CLight::InputSetPattern
0x006e5cc0 · 162 bytes · __thiscall
_ZN6CLight15InputSetPatternER11inputdata_t
Decompiled
undefined (2 params)
/* CLight::InputSetPattern(inputdata_t&) */
void __thiscall CLight::InputSetPattern(CLight *this,inputdata_t *param_1)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
undefined1 *puVar3;
code *pcVar4;
uint uVar5;
piVar1 = engine;
puVar3 = *(undefined1 **)(param_1 + 8);
if (*(int *)(param_1 + 0x18) == 2) {
*(undefined1 **)(this + 0x448) = puVar3;
pcVar4 = *(code **)(*piVar1 + 0xa0);
if (puVar3 != (undefined1 *)0x0) goto LAB_006e5cf3;
}
else {
*(undefined4 *)(this + 0x448) = 0;
pcVar4 = *(code **)(*engine + 0xa0);
piVar1 = engine;
}
puVar3 = &DAT_00d539c2;
LAB_006e5cf3:
(*pcVar4)(piVar1,*(undefined4 *)(this + 0x440),puVar3);
uVar5 = *(uint *)(this + 0x148) & 0xfffffffe;
if (*(uint *)(this + 0x148) != uVar5) {
if (this[0x6c] == (CLight)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CLight)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar5;
}
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.