L L4D2node

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 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)