L L4D2node

CAreaPortal::InputToggle

0x006b0340 · 65 bytes · __cdecl

_ZN11CAreaPortal11InputToggleER11inputdata_t

Decompiled

undefined (1 param)

/* CAreaPortal::InputToggle(inputdata_t&) */

void CAreaPortal::InputToggle(inputdata_t *param_1)

{
  int iVar1;
  int *piVar2;
  
  piVar2 = engine;
  iVar1 = *(int *)(param_1 + 0x44c);
  *(uint *)(param_1 + 0x44c) = (uint)(iVar1 != 1);
  (**(code **)(*piVar2 + 0xf4))(piVar2,*(undefined4 *)(param_1 + 0x440),(uint)(iVar1 != 1));
  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)