L L4D2node

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 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)