L L4D2node

CFuncElevator::InputSetMaxSpeed

0x006bc470 · 114 bytes · __thiscall

_ZN13CFuncElevator16InputSetMaxSpeedER11inputdata_t

Decompiled

undefined (2 params)

/* CFuncElevator::InputSetMaxSpeed(inputdata_t&) */

void __thiscall CFuncElevator::InputSetMaxSpeed(CFuncElevator *this,inputdata_t *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  float fVar2;
  
  if (this[0x4fc] == (CFuncElevator)0x0) {
    fVar2 = *(float *)(param_1 + 8);
    if (*(int *)(param_1 + 0x18) != 1) {
      fVar2 = 0.0;
    }
    if (fVar2 != *(float *)(this + 0x4e4)) {
      if (this[0x6c] == (CFuncElevator)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CFuncElevator)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x4e4) = fVar2;
      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)