L L4D2node

CAmbientGeneric::InputPitch

0x005dbd20 · 82 bytes · __thiscall

_ZN15CAmbientGeneric10InputPitchER11inputdata_t

Decompiled

undefined (2 params)

/* CAmbientGeneric::InputPitch(inputdata_t&) */

void __thiscall CAmbientGeneric::InputPitch(CAmbientGeneric *this,inputdata_t *param_1)

{
  float fVar1;
  int iVar2;
  
  fVar1 = *(float *)(param_1 + 8);
  if ((*(int *)(param_1 + 0x18) != 1) ||
     ((iVar2 = 0xff, fVar1 <= 255.0 && (iVar2 = (int)fVar1, fVar1 < 0.0)))) {
    iVar2 = 0;
  }
  *(int *)(this + 0x488) = iVar2;
                    /* WARNING: Could not recover jumptable at 0x005dbd4f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x328))();
  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)