L L4D2node

CBeam::InputWidth

0x00425520 · 260 bytes · __thiscall

_ZN5CBeam10InputWidthER11inputdata_t

Decompiled

undefined (2 params)

/* CBeam::InputWidth(inputdata_t&) */

void __thiscall CBeam::InputWidth(CBeam *this,inputdata_t *param_1)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  float fVar4;
  
  iVar3 = *(int *)(param_1 + 0x18);
  fVar1 = *(float *)(param_1 + 8);
  fVar4 = 0.0;
  if ((iVar3 == 1) && (fVar4 = 102.3, fVar1 <= 102.3)) {
    fVar4 = fVar1;
  }
  if (fVar4 != *(float *)(this + 0x4b0)) {
    if (this[0x6c] == (CBeam)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBeam)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x4b0) = fVar4;
    iVar3 = *(int *)(param_1 + 0x18);
    fVar1 = *(float *)(param_1 + 8);
  }
  fVar4 = 0.0;
  if ((iVar3 == 1) && (fVar4 = fVar1, 102.3 <= fVar1)) {
    fVar4 = 102.3;
  }
  if (fVar4 == *(float *)(this + 0x4b4)) {
    return;
  }
  if (this[0x6c] == (CBeam)0x0) {
    pCVar2 = *(CBaseEdict **)(this + 0x30);
    if (pCVar2 != (CBaseEdict *)0x0) {
      *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
    *(float *)(this + 0x4b4) = fVar4;
  }
  else {
    this[0x70] = (CBeam)((byte)this[0x70] | 1);
    *(float *)(this + 0x4b4) = fVar4;
  }
  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)