L L4D2node

CSurvivorPosition::InputSetViewControl

0x004f7040 · 303 bytes · __thiscall

_ZN17CSurvivorPosition19InputSetViewControlER11inputdata_t

Decompiled

undefined (2 params)

/* CSurvivorPosition::InputSetViewControl(inputdata_t&) */

void __thiscall CSurvivorPosition::InputSetViewControl(CSurvivorPosition *this,inputdata_t *param_1)

{
  uint uVar1;
  int *piVar2;
  char *pcVar3;
  undefined *puVar4;
  undefined4 uVar5;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  uVar1 = *(uint *)(this + 0x444);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    if (*(int *)(param_1 + 0x18) == 2) {
      pcVar3 = "";
      if (*(char **)(param_1 + 8) != (char *)0x0) {
        pcVar3 = *(char **)(param_1 + 8);
      }
    }
    else {
      pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    }
    piVar2 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,
                               (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                               (IEntityFindFilter *)0x0);
    if (piVar2 != (int *)0x0) {
      local_30[0] = 0;
      local_24 = 0xffffffff;
      local_20 = 0;
      uVar1 = *(uint *)(this + 0x444);
      uVar5 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        uVar5 = *(undefined4 *)(puVar4 + 4);
      }
      (**(code **)(*piVar2 + 0xb4))(piVar2,"Enable",uVar5,0,local_30,0);
      return;
    }
  }
  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)