L L4D2node

CBaseEntity::InputClearContext

0x005ff950 · 18 bytes · __cdecl

_ZN11CBaseEntity17InputClearContextER11inputdata_t

Decompiled

undefined (1 param)

/* CBaseEntity::InputClearContext(inputdata_t&) */

void CBaseEntity::InputClearContext(inputdata_t *param_1)

{
  *(undefined4 *)(param_1 + 0xc4) = 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)