CWaterLODControl::CWaterLODControl
0x00b5ec20 · 194 bytes · __thiscall
_ZN16CWaterLODControlC2Ev
Decompiled
undefined (1 param)
/* CWaterLODControl::CWaterLODControl() */
void __thiscall CWaterLODControl::CWaterLODControl(CWaterLODControl *this)
{
CBaseEdict *pCVar1;
int iVar2;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CWaterLODControl_00d50548;
if (*(float *)(this + 0x440) != 1000.0) {
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);
}
*(undefined4 *)(this + 0x440) = 0x447a0000;
}
if (*(float *)(this + 0x444) == 2000.0) {
return;
}
if (this[0x6c] == (CWaterLODControl)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
/* try { // try from 00b5ec86 to 00b5ecc2 has its CatchHandler @ 00b5ed00 */
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(undefined4 *)(this + 0x444) = 0x44fa0000;
}
else {
this[0x70] = (CWaterLODControl)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x444) = 0x44fa0000;
}
return;
}
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.