CWaterLODControl::KeyValue
0x00b5e730 · 330 bytes · __thiscall
_ZN16CWaterLODControl8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CWaterLODControl::KeyValue(char const*, char const*) */
undefined4 __thiscall CWaterLODControl::KeyValue(CWaterLODControl *this,char *param_1,char *param_2)
{
CBaseEdict *pCVar1;
int iVar2;
undefined4 uVar3;
double dVar4;
if ((param_1 == "cheapwaterstartdistance") ||
(iVar2 = _V_stricmp(param_1,"cheapwaterstartdistance"), iVar2 == 0)) {
dVar4 = strtod(param_2,(char **)0x0);
if ((float)dVar4 != *(float *)(this + 0x440)) {
if (this[0x6c] == (CWaterLODControl)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] = (CWaterLODControl)((byte)this[0x70] | 1);
}
*(float *)(this + 0x440) = (float)dVar4;
}
return 1;
}
if ((param_1 != "cheapwaterenddistance") &&
(iVar2 = _V_stricmp(param_1,"cheapwaterenddistance"), iVar2 != 0)) {
uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar3;
}
dVar4 = strtod(param_2,(char **)0x0);
if ((float)dVar4 == *(float *)(this + 0x444)) {
return 1;
}
if (this[0x6c] == (CWaterLODControl)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] = (CWaterLODControl)((byte)this[0x70] | 1);
}
*(float *)(this + 0x444) = (float)dVar4;
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.