CMathColorBlend::InputValue
0x006e76f0 · 402 bytes · __thiscall
_ZN15CMathColorBlend10InputValueER11inputdata_t
Decompiled
undefined (2 params)
/* CMathColorBlend::InputValue(inputdata_t&) */
void __thiscall CMathColorBlend::InputValue(CMathColorBlend *this,inputdata_t *param_1)
{
float fVar1;
undefined4 uVar2;
float fVar3;
float fVar4;
undefined1 local_40;
undefined1 local_34;
undefined1 local_33;
undefined1 local_32;
undefined1 local_31;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
fVar3 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar3 = 0.0;
}
fVar1 = *(float *)(this + 0x444);
fVar4 = fVar1;
if ((fVar3 <= fVar1) && (fVar4 = *(float *)(this + 0x440), *(float *)(this + 0x440) <= fVar3)) {
fVar4 = fVar3;
}
if ((fVar4 == fVar3) || (((byte)this[0x148] & 1) == 0)) {
fVar4 = fVar4 - *(float *)(this + 0x440);
fVar3 = 1.0 / (fVar1 - *(float *)(this + 0x440));
uVar2 = *(undefined4 *)param_1;
local_31 = (undefined1)
(int)((float)(int)((uint)(byte)this[0x44f] - (uint)(byte)this[1099]) * fVar3 * fVar4
+ (float)(byte)this[1099]);
local_34 = (undefined1)
(int)((float)(int)((uint)(byte)this[0x44c] - (uint)(byte)this[0x448]) * fVar3 * fVar4
+ (float)(byte)this[0x448]);
local_33 = (undefined1)
(int)((float)(int)((uint)(byte)this[0x44d] - (uint)(byte)this[0x449]) * fVar3 * fVar4
+ (float)(byte)this[0x449]);
local_40 = (undefined1)
(int)((float)(int)((uint)(byte)this[0x44e] - (uint)(byte)this[0x44a]) * fVar3 * fVar4
+ (float)(byte)this[0x44a]);
local_32 = local_40;
variant_t::Set((variant_t *)(this + 0x450),9,&local_34);
local_30 = *(undefined4 *)(this + 0x450);
local_2c = *(undefined4 *)(this + 0x454);
local_28 = *(undefined4 *)(this + 0x458);
local_24 = *(undefined4 *)(this + 0x45c);
local_20 = *(undefined4 *)(this + 0x460);
CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x450),&local_30,uVar2,this,0);
}
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.