L L4D2node

CMultiInputVar::AddValue

0x0063c080 · 175 bytes · __thiscall

_ZN14CMultiInputVar8AddValueE9variant_ti

Decompiled

undefined (3 params)

/* CMultiInputVar::AddValue(variant_t, int) */

void __thiscall CMultiInputVar::AddValue(CMultiInputVar *this,undefined4 *param_2,int param_3)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  
  puVar2 = *(undefined4 **)this;
  while( true ) {
    if (puVar2 == (undefined4 *)0x0) {
      puVar2 = (undefined4 *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntityListPool,0x1c);
      *puVar2 = 0;
      puVar2[3] = 0xffffffff;
      puVar2[4] = 0;
      *puVar2 = *param_2;
      puVar2[1] = param_2[1];
      puVar2[2] = param_2[2];
      puVar2[3] = param_2[3];
      uVar1 = param_2[4];
      puVar2[5] = param_3;
      puVar2[4] = uVar1;
      if (*(int *)this == 0) {
        *(undefined4 **)this = puVar2;
        puVar2[6] = 0;
        return;
      }
      puVar2[6] = *(int *)this;
      *(undefined4 **)this = puVar2;
      return;
    }
    if (puVar2[5] == param_3) break;
    puVar2 = (undefined4 *)puVar2[6];
  }
  *puVar2 = *param_2;
  puVar2[1] = param_2[1];
  puVar2[2] = param_2[2];
  puVar2[3] = param_2[3];
  puVar2[4] = param_2[4];
  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)