CPhysicsProp::InputSetGlowOverride
0x007eb6c0 · 113 bytes · __thiscall
_ZN12CPhysicsProp20InputSetGlowOverrideER11inputdata_t
Decompiled
undefined (2 params)
/* CPhysicsProp::InputSetGlowOverride(inputdata_t&) */
void __thiscall CPhysicsProp::InputSetGlowOverride(CPhysicsProp *this,inputdata_t *param_1)
{
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if ((*(int *)(param_1 + 0x18) == 0xf) || (*(int *)(param_1 + 0x18) == 3)) {
local_18 = *(undefined4 *)(param_1 + 8);
local_14 = *(undefined4 *)(param_1 + 0xc);
local_10 = *(undefined4 *)(param_1 + 0x10);
}
else {
local_18 = vec3_origin;
local_14 = DAT_01053d4c;
local_10 = DAT_01053d50;
}
CBaseProp::SetGlowOverrideColor((CBaseProp *)this,(Vector *)&local_18);
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.