L L4D2node

CMaterialModifyControl::SetMaterialVarToCurrentTime

0x006f3aa0 · 244 bytes · __cdecl

_ZN22CMaterialModifyControl27SetMaterialVarToCurrentTimeER11inputdata_t

Decompiled

undefined (1 param)

/* CMaterialModifyControl::SetMaterialVarToCurrentTime(inputdata_t&) */

void CMaterialModifyControl::SetMaterialVarToCurrentTime(inputdata_t *param_1)

{
  undefined4 uVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  int in_GS_OFFSET;
  char local_30 [32];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_30,0x20,"%f",(double)*(float *)(gpGlobals + 0xc));
  if (param_1[0x6c] == (inputdata_t)0x0) {
    pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
    if (pCVar2 != (CBaseEdict *)0x0) {
      *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
  }
  else {
    param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(param_1 + 0x78) = 0;
  *(undefined4 *)(param_1 + 0x74) = uVar1;
  V_strncpy((char *)(param_1 + 0x63e),local_30,0xff);
  if (*(int *)(param_1 + 0x760) != 1) {
    if (param_1[0x6c] == (inputdata_t)0x0) {
      pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
    }
    *(undefined4 *)(param_1 + 0x760) = 1;
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)