L L4D2node

CSun::InputSetColor

0x00834ca0 · 156 bytes · __thiscall

_ZN4CSun13InputSetColorER11inputdata_t

Decompiled

undefined (2 params)

/* CSun::InputSetColor(inputdata_t&) */

void __thiscall CSun::InputSetColor(CSun *this,inputdata_t *param_1)

{
  CSun CVar1;
  CSun CVar2;
  CSun CVar3;
  CSun CVar4;
  CBaseEdict *this_00;
  int iVar5;
  
  CVar1 = *(CSun *)(param_1 + 8);
  CVar2 = *(CSun *)(param_1 + 9);
  CVar3 = *(CSun *)(param_1 + 10);
  CVar4 = *(CSun *)(param_1 + 0xb);
  if ((((CVar1 != this[0x124]) || (CVar2 != this[0x125])) || (CVar3 != this[0x126])) ||
     (CVar4 != this[0x127])) {
    if (this[0x6c] == (CSun)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSun)((byte)this[0x70] | 1);
    }
    this[0x124] = CVar1;
    this[0x126] = CVar3;
    this[0x125] = CVar2;
    this[0x127] = CVar4;
  }
  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)