DustTrail::KeyValue
0x008262c0 · 413 bytes · __thiscall
_ZN9DustTrail8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* DustTrail::KeyValue(char const*, char const*) */
undefined4 __thiscall DustTrail::KeyValue(DustTrail *this,char *param_1,char *param_2)
{
CBaseEdict *pCVar1;
int iVar2;
undefined4 uVar3;
float fVar4;
double dVar5;
color32_s local_20;
byte local_1f;
byte local_1e;
if (param_1 != "color") {
iVar2 = _V_stricmp(param_1,"color");
if (iVar2 != 0) {
if (param_1 != "emittime") {
iVar2 = _V_stricmp(param_1,"emittime");
if (iVar2 != 0) {
uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar3;
}
}
fVar4 = *(float *)(gpGlobals + 0xc);
dVar5 = strtod(param_2,(char **)0x0);
fVar4 = (float)(dVar5 + (double)fVar4);
if (fVar4 == *(float *)(this + 0x458)) {
return 1;
}
if (this[0x6c] == (DustTrail)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] = (DustTrail)((byte)this[0x70] | 1);
}
*(float *)(this + 0x458) = fVar4;
return 1;
}
}
V_StringToColor32(&local_20,param_2);
if (this[0x6c] == (DustTrail)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] = (DustTrail)((byte)this[0x70] | 1);
}
*(float *)(this + 0x440) = (float)(byte)local_20 * 0.003921569;
*(float *)(this + 0x444) = (float)local_1f * 0.003921569;
*(float *)(this + 0x448) = (float)local_1e * 0.003921569;
return 1;
}
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.