CMaterialModifyControl::SetMaterialVar
0x006f39c0 · 219 bytes · __thiscall
_ZN22CMaterialModifyControl14SetMaterialVarER11inputdata_t
Decompiled
undefined (2 params)
/* CMaterialModifyControl::SetMaterialVar(inputdata_t&) */
void __thiscall
CMaterialModifyControl::SetMaterialVar(CMaterialModifyControl *this,inputdata_t *param_1)
{
undefined4 uVar1;
CMaterialModifyControl CVar2;
CBaseEdict *pCVar3;
char *pcVar4;
int iVar5;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar4 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar4 = *(char **)(param_1 + 8);
}
CVar2 = this[0x6c];
}
else {
pcVar4 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
CVar2 = this[0x6c];
}
if (CVar2 == (CMaterialModifyControl)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
V_strncpy((char *)(this + 0x63e),pcVar4,0xff);
if (*(int *)(this + 0x760) != 1) {
if (this[0x6c] == (CMaterialModifyControl)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x760) = 1;
}
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.