CBaseFilter::InputTestActivator
0x0069b490 · 112 bytes · __thiscall
_ZN11CBaseFilter18InputTestActivatorER11inputdata_t
Decompiled
undefined (2 params)
/* CBaseFilter::InputTestActivator(inputdata_t&) */
void __thiscall CBaseFilter::InputTestActivator(CBaseFilter *this,inputdata_t *param_1)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 0x324))
(this,*(undefined4 *)(param_1 + 4),*(undefined4 *)param_1);
if ((this[0x440] != (CBaseFilter)0x0) == (bool)cVar1) {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x45c),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
return;
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x444),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
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.