L L4D2node

CFunc_Dust::InputTurnOff

0x006bb0d0 · 88 bytes · __cdecl

_ZN10CFunc_Dust12InputTurnOffER11inputdata_t

Decompiled

undefined (1 param)

/* CFunc_Dust::InputTurnOff(inputdata_t&) */

void CFunc_Dust::InputTurnOff(inputdata_t *param_1)

{
  uint uVar1;
  CBaseEdict *this;
  int iVar2;
  uint uVar3;
  
  uVar1 = *(uint *)(param_1 + 0x464);
  if (((uVar1 & 1) != 0) && (uVar3 = uVar1 & 0xfffffffe, uVar1 != uVar3)) {
    if (param_1[0x6c] == (inputdata_t)0x0) {
      this = *(CBaseEdict **)(param_1 + 0x30);
      if (this != (CBaseEdict *)0x0) {
        *(uint *)this = *(uint *)this | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(uint *)(param_1 + 0x464) = uVar3;
    }
    else {
      param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
      *(uint *)(param_1 + 0x464) = uVar3;
    }
  }
  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)