L L4D2node

CShadowControl::KeyValue

0x00821a20 · 655 bytes · __thiscall

_ZN14CShadowControl8KeyValueEPKcS1_

Decompiled

undefined (3 params)

/* CShadowControl::KeyValue(char const*, char const*) */

undefined4 __thiscall CShadowControl::KeyValue(CShadowControl *this,char *param_1,char *param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  undefined4 uVar3;
  float local_34;
  float local_30;
  float local_2c;
  undefined4 local_28;
  float local_24;
  float local_20;
  
  if ((param_1 == "color") || (iVar2 = _V_stricmp(param_1,"color"), iVar2 == 0)) {
    V_StringToColor32((color32_s *)&local_28,param_2);
    if ((this[0x44c] == local_28._0_1_) &&
       (((this[0x44d] == local_28._1_1_ && (this[0x44e] == local_28._2_1_)) &&
        (this[0x44f] == local_28._3_1_)))) {
      return 1;
    }
    if (this[0x6c] == (CShadowControl)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] = (CShadowControl)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x44c) = local_28;
    return 1;
  }
  if ((param_1 == "angles") || (iVar2 = _V_stricmp(param_1,"angles"), iVar2 == 0)) {
    UTIL_StringToVector(&local_34,param_2);
    if ((vec3_angle == local_34) && ((DAT_01053d40 == local_30 && (DAT_01053d44 == local_2c)))) {
      local_34 = 80.0;
      local_30 = 30.0;
      local_2c = 0.0;
    }
    AngleVectors((QAngle *)&local_34,(Vector *)&local_28);
    if (local_28 != *(float *)(this + 0x440)) goto LAB_00821be0;
  }
  else {
    if ((param_1 != "direction") && (iVar2 = _V_stricmp(param_1,"direction"), iVar2 != 0)) {
      uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
      return uVar3;
    }
    if (ABS(*(float *)(this + 0x448) * *(float *)(this + 0x448) +
            *(float *)(this + 0x440) * *(float *)(this + 0x440) + -1.0 +
            *(float *)(this + 0x444) * *(float *)(this + 0x444)) <= 0.001) {
      return 1;
    }
    UTIL_StringToVector((float *)&local_28,param_2);
    if (local_28 != *(float *)(this + 0x440)) goto LAB_00821be0;
  }
  if ((local_24 == *(float *)(this + 0x444)) && (local_20 == *(float *)(this + 0x448))) {
    return 1;
  }
LAB_00821be0:
  if (this[0x6c] == (CShadowControl)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] = (CShadowControl)((byte)this[0x70] | 1);
  }
  *(float *)(this + 0x440) = local_28;
  *(float *)(this + 0x444) = local_24;
  *(float *)(this + 0x448) = local_20;
  return 1;
}

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)