L L4D2node

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 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)