L L4D2node

CFuncElevator::InputMoveToFloor

0x006be6e0 · 366 bytes · __thiscall

_ZN13CFuncElevator16InputMoveToFloorER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  char *pcVar1;
  int iVar2;
  CBaseEntity *this_00;
  undefined4 *puVar3;
  float fVar4;
  
  if (this[0x508] == (CFuncElevator)0x0) {
    return;
  }
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar1 = *(char **)(param_1 + 8);
    if (pcVar1 != (char *)0x0) goto LAB_006be713;
    *(undefined4 *)(this + 0x504) = 0xffffffff;
    pcVar1 = "";
    iVar2 = _V_stricmp("","top");
    if (iVar2 != 0) {
LAB_006be74d:
      iVar2 = _V_stricmp(pcVar1,"bottom");
      if (iVar2 != 0) {
        this_00 = (CBaseEntity *)
                  CGlobalEntityList::FindEntityByName
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
                             (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                             (IEntityFindFilter *)0x0);
        if (this_00 == (CBaseEntity *)0x0) {
          Warning();
          return;
        }
        puVar3 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
        *(undefined4 *)(this + 0x504) = *puVar3;
        if (((byte)this_00[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this_00);
        }
        fVar4 = *(float *)(this_00 + 0x2e8);
        goto LAB_006be828;
      }
      goto LAB_006be820;
    }
  }
  else {
    pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
LAB_006be713:
    *(undefined4 *)(this + 0x504) = 0xffffffff;
    if (pcVar1 != "top") {
      iVar2 = _V_stricmp(pcVar1,"top");
      if (iVar2 != 0) {
        if (pcVar1 != "bottom") goto LAB_006be74d;
LAB_006be820:
        fVar4 = *(float *)(this + 0x4e0);
        goto LAB_006be828;
      }
    }
  }
  fVar4 = *(float *)(this + 0x4d4);
LAB_006be828:
  MoveTo(this,fVar4);
  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)