L L4D2node

CFuncElevator::InputDisable

0x006be620 · 185 bytes · __cdecl

_ZN13CFuncElevator12InputDisableER11inputdata_t

Decompiled

undefined (1 param)

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

void CFuncElevator::InputDisable(inputdata_t *param_1)

{
  undefined1 local_14 [12];
  
  if (param_1[0x508] != (inputdata_t)0x0) {
    if (*(float *)(param_1 + 0x500) != 0.0) {
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
      MoveTo((CFuncElevator *)param_1,*(float *)(param_1 + 0x2e8));
    }
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)StopMoveSoundThink);
    CBaseEntity::SetNextThink((CBaseEntity *)param_1,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
    param_1[0x508] = (inputdata_t)0x0;
  }
  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)