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 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.