L L4D2node

CBaseEntity::InputSetParent

0x00608140 · 114 bytes · __thiscall

_ZN11CBaseEntity14InputSetParentER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  CBaseEdict *this_00;
  int iVar1;
  undefined4 uVar2;
  
  if (this[0x185] != (CBaseEntity)0x0) {
    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[0x185] = (CBaseEntity)0x0;
  }
  uVar2 = 0;
  if (*(int *)(param_1 + 0x18) == 2) {
    uVar2 = *(undefined4 *)(param_1 + 8);
  }
  SetParent(this,uVar2,*(undefined4 *)param_1,0xffffffff);
  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)