L L4D2node

CFogController::InputSetStartDistLerpTo

0x006a7570 · 95 bytes · __thiscall

_ZN14CFogController23InputSetStartDistLerpToER11inputdata_t

Decompiled

undefined (2 params)

/* CFogController::InputSetStartDistLerpTo(inputdata_t&) */

void __thiscall CFogController::InputSetStartDistLerpTo(CFogController *this,inputdata_t *param_1)

{
  float fVar1;
  
  *(uint *)(this + 0x498) = *(uint *)(this + 0x498) | 4;
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar1 = 0.0;
  }
  if (fVar1 != *(float *)(this + 0x478)) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x478);
    *(float *)(this + 0x478) = fVar1;
  }
  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)