L L4D2node

CMaterialModifyControl::InputStartFloatLerp

0x006f3d00 · 762 bytes · __thiscall

_ZN22CMaterialModifyControl19InputStartFloatLerpER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall
CMaterialModifyControl::InputStartFloatLerp(CMaterialModifyControl *this,inputdata_t *param_1)

{
  CMaterialModifyControl CVar1;
  CBaseEdict *pCVar2;
  short sVar3;
  char *pcVar4;
  undefined4 uVar5;
  int iVar6;
  undefined1 *puVar7;
  int in_GS_OFFSET;
  double dVar8;
  double dVar9;
  double dVar10;
  char local_10f [255];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar4 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar4 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar4 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  V_strncpy(local_10f,pcVar4,0xff);
  pcVar4 = strtok(local_10f," ");
  if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) {
    dVar8 = strtod(pcVar4,(char **)0x0);
    pcVar4 = strtok((char *)0x0," ");
    if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) {
      dVar9 = strtod(pcVar4,(char **)0x0);
      pcVar4 = strtok((char *)0x0," ");
      if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) {
        dVar10 = strtod(pcVar4,(char **)0x0);
        pcVar4 = strtok((char *)0x0," ");
        if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) {
          strtol(pcVar4,(char **)0x0,10);
          sVar3 = (short)this;
          if ((float)dVar8 != *(float *)(this + 0x754)) {
            CServerNetworkProperty::NetworkStateChanged(sVar3 + 0x24);
            *(float *)(this + 0x754) = (float)dVar8;
          }
          if ((float)dVar9 != *(float *)(this + 0x758)) {
            CServerNetworkProperty::NetworkStateChanged(sVar3 + 0x24);
            *(float *)(this + 0x758) = (float)dVar9;
          }
          if ((float)dVar10 != *(float *)(this + 0x75c)) {
            CServerNetworkProperty::NetworkStateChanged(sVar3 + 0x24);
            *(float *)(this + 0x75c) = (float)dVar10;
          }
          if (*(int *)(this + 0x760) != 3) {
            if (this[0x6c] == (CMaterialModifyControl)0x0) {
              pCVar2 = *(CBaseEdict **)(this + 0x30);
              if (pCVar2 != (CBaseEdict *)0x0) {
                *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
                iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
                *(undefined2 *)(iVar6 + 2) = 0;
              }
            }
            else {
              this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
            }
            *(undefined4 *)(this + 0x760) = 3;
          }
          CVar1 = this[0x750];
          if (CVar1 != (CMaterialModifyControl)((byte)CVar1 ^ 1)) {
            if (this[0x6c] == (CMaterialModifyControl)0x0) {
              pCVar2 = *(CBaseEdict **)(this + 0x30);
              if (pCVar2 != (CBaseEdict *)0x0) {
                *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
                iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
                *(undefined2 *)(iVar6 + 2) = 0;
              }
            }
            else {
              this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
            }
            this[0x750] = (CMaterialModifyControl)((byte)CVar1 ^ 1);
          }
          goto LAB_006f3d8e;
        }
      }
    }
  }
  uVar5 = CBaseEntity::GetDebugName((CBaseEntity *)this);
  puVar7 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar7 = *(undefined1 **)(this + 0x7c);
  }
  Warning("%s (%s) received StartFloatLerp input without correct parameters. Syntax: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0.\n"
          ,puVar7,uVar5);
LAB_006f3d8e:
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)