L L4D2node

CMaterialModifyControl::CMaterialModifyControl

0x006f4a70 · 239 bytes · __thiscall

_ZN22CMaterialModifyControlC2Ev

Decompiled

undefined (1 param)

/* CMaterialModifyControl::CMaterialModifyControl() */

void __thiscall CMaterialModifyControl::CMaterialModifyControl(CMaterialModifyControl *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CMaterialModifyControl_00c9f5a8;
  if (*(int *)(this + 0x740) != -1) {
    if (this[0x6c] == (CMaterialModifyControl)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 006f4ab4 to 006f4b2a has its CatchHandler @ 006f4b70 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x740) = 0xffffffff;
  }
  if (*(int *)(this + 0x744) != -1) {
    if (this[0x6c] == (CMaterialModifyControl)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x744) = 0xffffffff;
  }
  if (*(int *)(this + 0x760) == 0) {
    return;
  }
  if (this[0x6c] == (CMaterialModifyControl)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(undefined4 *)(this + 0x760) = 0;
  }
  else {
    this[0x70] = (CMaterialModifyControl)((byte)this[0x70] | 1);
    *(undefined4 *)(this + 0x760) = 0;
  }
  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)