L L4D2node

CTargetChangeGravity::InputResetGrav

0x0064f4d0 · 62 bytes · __thiscall

_ZN20CTargetChangeGravity14InputResetGravER11inputdata_t

Decompiled

undefined (2 params)

/* CTargetChangeGravity::InputResetGrav(inputdata_t&) */

void __thiscall
CTargetChangeGravity::InputResetGrav(CTargetChangeGravity *this,inputdata_t *param_1)

{
  int *piVar1;
  char cVar2;
  
  piVar1 = *(int **)param_1;
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
    if (cVar2 != '\0') {
      piVar1[0xb0] = (int)(float)*(int *)(this + 0x444);
      return;
    }
  }
  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)