L L4D2node

CBaseEntity::InputSetDamageFilter

0x00601ab0 · 140 bytes · __thiscall

_ZN11CBaseEntity20InputSetDamageFilterER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall CBaseEntity::InputSetDamageFilter(CBaseEntity *this,inputdata_t *param_1)

{
  char *pcVar1;
  int *piVar2;
  undefined4 *puVar3;
  
  pcVar1 = *(char **)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 2) {
    *(char **)(this + 0x108) = pcVar1;
    if (pcVar1 != (char *)0x0) {
      piVar2 = (int *)CGlobalEntityList::FindEntityByName
                                ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
                                 (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                                 (IEntityFindFilter *)0x0);
      if (piVar2 != (int *)0x0) {
        puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
        *(undefined4 *)(this + 0x10c) = *puVar3;
        return;
      }
    }
  }
  else {
    *(undefined4 *)(this + 0x108) = 0;
  }
  *(undefined4 *)(this + 0x10c) = 0xffffffff;
  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)