CPostProcessSystem::LevelInitPostEntity
0x007e30a0 · 111 bytes · __thiscall
_ZN18CPostProcessSystem19LevelInitPostEntityEv
Decompiled
undefined (1 param)
/* CPostProcessSystem::LevelInitPostEntity() */
void __thiscall CPostProcessSystem::LevelInitPostEntity(CPostProcessSystem *this)
{
uint uVar1;
CBasePlayer *this_00;
undefined *puVar2;
InitMasterController(this);
if (((*(int *)(gpGlobals + 0x14) == 1) &&
(this_00 = (CBasePlayer *)UTIL_GetLocalPlayer(), this_00 != (CBasePlayer *)0x0)) &&
((uVar1 = *(uint *)(this_00 + 0x1c60), uVar1 == 0xffffffff ||
(((puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)))))) {
CBasePlayer::InitPostProcessController(this_00);
return;
}
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.