L L4D2node

CBaseProp::SetGlowOverrideColor

0x007eb5f0 · 79 bytes · __thiscall

_ZN9CBaseProp20SetGlowOverrideColorERK6Vector

Decompiled

undefined (2 params)

/* CBaseProp::SetGlowOverrideColor(Vector const&) */

void __thiscall CBaseProp::SetGlowOverrideColor(CBaseProp *this,Vector *param_1)

{
  CGlowProperty::SetGlowColorOverride
            ((CGlowProperty *)(this + 0x1f0),
             (uint)CONCAT11((char)(int)*(float *)(param_1 + 4),(char)(int)*(float *)param_1) |
             ((int)*(float *)(param_1 + 8) & 0xffU) << 0x10);
  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)