L L4D2node

CBubbling::InputSetFrequency

0x0066ca90 · 182 bytes · __thiscall

_ZN9CBubbling17InputSetFrequencyER11inputdata_t

Decompiled

undefined (2 params)

/* CBubbling::InputSetFrequency(inputdata_t&) */

void __thiscall CBubbling::InputSetFrequency(CBubbling *this,inputdata_t *param_1)

{
  int iVar1;
  
  iVar1 = *(int *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 5) {
    *(int *)(this + 0x444) = iVar1;
    if (*(int *)(this + 0x44c) == 0) {
      return;
    }
    if (0x13 < iVar1) {
      CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
      return;
    }
  }
  else {
    *(undefined4 *)(this + 0x444) = 0;
    iVar1 = 0;
    if (*(int *)(this + 0x44c) == 0) {
      return;
    }
  }
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,(*(float *)(gpGlobals + 0xc) + 2.5) - (float)iVar1 * 0.1,
             (char *)0x0);
  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)