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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.