CBaseEntity::InputAlternativeSorting
0x00601c30 · 87 bytes · __thiscall
_ZN11CBaseEntity23InputAlternativeSortingER11inputdata_t
Decompiled
undefined (2 params)
/* CBaseEntity::InputAlternativeSorting(inputdata_t&) */
void __thiscall CBaseEntity::InputAlternativeSorting(CBaseEntity *this,inputdata_t *param_1)
{
CBaseEdict *this_00;
int iVar1;
CBaseEntity CVar2;
CVar2 = (CBaseEntity)0x0;
if (*(int *)(param_1 + 0x18) == 6) {
CVar2 = *(CBaseEntity *)(param_1 + 8);
}
if (CVar2 != this[0x2fb]) {
if (this[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
}
this[0x2fb] = CVar2;
}
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.