L L4D2node

CFinaleTrigger::InputSacrificePlayerBeginsRun

0x004e7fd0 · 151 bytes · __thiscall

_ZN14CFinaleTrigger29InputSacrificePlayerBeginsRunER11inputdata_t

Decompiled

undefined (2 params)

/* CFinaleTrigger::InputSacrificePlayerBeginsRun(inputdata_t&) */

void __thiscall
CFinaleTrigger::InputSacrificePlayerBeginsRun(CFinaleTrigger *this,inputdata_t *param_1)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  int *piVar4;
  undefined4 uVar5;
  
  piVar1 = *(int **)param_1;
  if (piVar1 != (int *)0x0) {
    cVar3 = (**(code **)(*piVar1 + 0x16c))(piVar1);
    if (cVar3 != '\0') {
      piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"player_begin_sacrifice_run",0,0);
      if (piVar4 != (int *)0x0) {
        pcVar2 = *(code **)(*piVar4 + 0x30);
        uVar5 = (**(code **)(*engine + 0x40))(engine,piVar1[0xc]);
        (*pcVar2)(piVar4,"userid",uVar5);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
      }
    }
  }
  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)