L L4D2node

CBaseAnimating::InputIgnite

0x005de120 · 54 bytes · __cdecl

_ZN14CBaseAnimating11InputIgniteER11inputdata_t

Decompiled

undefined (1 param)

/* CBaseAnimating::InputIgnite(inputdata_t&) */

void CBaseAnimating::InputIgnite(inputdata_t *param_1)

{
  (**(code **)(*(int *)param_1 + 0x380))(param_1,0x41f00000,0,0,1);
  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)