CPointCommentaryNode::InputStartCommentary
0x0064ac70 · 118 bytes · __regparm3
_ZN20CPointCommentaryNode20InputStartCommentaryER11inputdata_t.part.77
Decompiled
undefined (1 param)
/* CPointCommentaryNode::InputStartCommentary(inputdata_t&) [clone .part.77] */
void __regparm3 CPointCommentaryNode::InputStartCommentary(inputdata_t *param_1)
{
CPointCommentaryNode *this;
undefined *puVar1;
if ((((g_CommentarySystem._92_4_ != -1) &&
(puVar1 = g_pEntityList + (g_CommentarySystem._92_4_ & 0xfff) * 0x10,
puVar1 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar1 + 8) == (uint)g_CommentarySystem._92_4_ >> 0xc)) &&
((this = *(CPointCommentaryNode **)(puVar1 + 4), this != (CPointCommentaryNode *)0x0 &&
(this[0x1488] != (CPointCommentaryNode)0x0)))) {
FinishCommentary(this,true);
PlayerActivated((CPointCommentaryNode *)param_1);
return;
}
PlayerActivated((CPointCommentaryNode *)param_1);
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.