L L4D2node

CSheetExtended::IsMaterialSeparateAlphaColorMaterial

0x00bdf800 · 109 bytes · __cdecl

_ZN14CSheetExtended36IsMaterialSeparateAlphaColorMaterialEP9IMaterial

Decompiled

undefined (1 param)

/* CSheetExtended::IsMaterialSeparateAlphaColorMaterial(IMaterial*) */

bool CSheetExtended::IsMaterialSeparateAlphaColorMaterial(IMaterial *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  char local_d [5];
  
  if ((param_1 != (IMaterial *)0x0) && (cVar1 = IsMaterialDualSequence(param_1), cVar1 != '\0')) {
    local_d[0] = '\0';
    piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x2c))(param_1,"$SEQUENCE_BLEND_MODE",local_d,1);
    if ((piVar2 != (int *)0x0) &&
       ((local_d[0] != '\0' && (cVar1 = (**(code **)(*piVar2 + 0x44))(piVar2), cVar1 != '\0')))) {
      iVar3 = (**(code **)(*piVar2 + 0x68))(piVar2);
      return iVar3 == 1;
    }
  }
  return false;
}

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)