L L4D2node

CEnvRockLauncher::InputLaunchRock

0x004dfc10 · 73 bytes · __cdecl

_ZN16CEnvRockLauncher15InputLaunchRockER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvRockLauncher::InputLaunchRock(inputdata_t&) */

void CEnvRockLauncher::InputLaunchRock(inputdata_t *param_1)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByNameFast
                     ((CGlobalEntityList *)gEntList,0,*(undefined4 *)(param_1 + 0x440));
  if (pCVar1 != (CBaseEntity *)0x0) {
    LaunchAtTarget((CEnvRockLauncher *)param_1,pCVar1);
    return;
  }
  LaunchCurrentDir((CEnvRockLauncher *)param_1);
  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)