L L4D2node

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 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)