CBaseEntity::InputUse
0x005ff7d0 · 158 bytes · __thiscall
_ZN11CBaseEntity8InputUseER11inputdata_t
Decompiled
undefined (2 params)
/* CBaseEntity::InputUse(inputdata_t&) */
void __thiscall CBaseEntity::InputUse(CBaseEntity *this,inputdata_t *param_1)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
(**(code **)(*(int *)this + 0x1ac))
(this,*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4),
*(undefined4 *)(param_1 + 0x1c),0);
uVar1 = *(uint *)(this + 0x118);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x1ac))
(piVar2,*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4),
*(undefined4 *)(param_1 + 0x1c),0);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.