L L4D2node

CBaseEntity::InputRemoveContext

0x00613c70 · 101 bytes · __thiscall

_ZN11CBaseEntity18InputRemoveContextER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  char *pcVar1;
  int iVar2;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar1 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar1 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  iVar2 = FindContextByName(this,pcVar1);
  if (iVar2 != -1) {
    CUtlVector<ResponseContext_t,CUtlMemory<ResponseContext_t,int>>::ShiftElementsLeft
              ((CUtlVector<ResponseContext_t,CUtlMemory<ResponseContext_t,int>> *)(this + 0xb8),
               iVar2,1);
    *(int *)(this + 0xc4) = *(int *)(this + 0xc4) + -1;
  }
  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)