L L4D2node

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 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)