L L4D2node

CTargetCDAudioRep::InputChangeCDTrack

0x0064f520 · 196 bytes · __thiscall

_ZN17CTargetCDAudioRep18InputChangeCDTrackER11inputdata_t

Decompiled

undefined (2 params)

/* CTargetCDAudioRep::InputChangeCDTrack(inputdata_t&) */

void __thiscall CTargetCDAudioRep::InputChangeCDTrack(CTargetCDAudioRep *this,inputdata_t *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x440);
  if (*(int *)(gpGlobals + 0x14) == 1) {
    iVar2 = *(int *)(gpGlobals + 0x58);
    if (iVar2 == 0) {
      return;
    }
    if ((*(byte *)(iVar2 + 0x10) & 2) != 0) {
      return;
    }
    iVar2 = iVar2 + 0x10;
  }
  else {
    if (*(int *)param_1 == 0) {
      return;
    }
    iVar2 = __dynamic_cast(*(int *)param_1,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0);
    if (iVar2 == 0) {
      return;
    }
    iVar2 = *(int *)(iVar2 + 0x30);
  }
  if (iVar2 != 0) {
    if (0x1f < iVar1 + 1U) {
      Warning();
      return;
    }
    if (iVar1 == -1) {
      (**(code **)(*engine + 0x9c))(engine,iVar2,"cd pause\n");
      return;
    }
    (**(code **)(*engine + 0x9c))(engine,iVar2,"cd play %3d\n",iVar1);
  }
  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)