L L4D2node

foundry_engine_get_mouse_control

0x006aa360 · 33 bytes · __cdecl

_ZL32foundry_engine_get_mouse_controlRK8CCommand

Decompiled

undefined (1 param)

/* foundry_engine_get_mouse_control(CCommand const&) */

void foundry_engine_get_mouse_control(CCommand *param_1)

{
  int iVar1;
  
  iVar1 = CheckInFoundryMode();
  if (iVar1 != 0) {
                    /* WARNING: Could not recover jumptable at 0x006aa37d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*serverfoundry + 0x18))();
    return;
  }
  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)