L L4D2node

CFogController::InputTurnOn

0x006a7f80 · 60 bytes · __cdecl

_ZN14CFogController11InputTurnOnER11inputdata_t

Decompiled

undefined (1 param)

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

void CFogController::InputTurnOn(inputdata_t *param_1)

{
  if (param_1[0x48c] != (inputdata_t)0x1) {
    (**(code **)(*(int *)(param_1 + 0x440) + 4))(param_1 + 0x440,param_1 + 0x48c);
    param_1[0x48c] = (inputdata_t)0x1;
  }
  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)