L L4D2node

CFuncTimescale::InputStop

0x006c3d30 · 125 bytes · __cdecl

_ZN14CFuncTimescale9InputStopER11inputdata_t

Decompiled

undefined (1 param)

/* CFuncTimescale::InputStop(inputdata_t&) */

void CFuncTimescale::InputStop(inputdata_t *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  CGameTimescale *this;
  
  if (param_1[0x450] != (inputdata_t)0x0) {
    fVar1 = *(float *)(param_1 + 0x44c);
    fVar2 = *(float *)(param_1 + 0x448);
    fVar3 = *(float *)(param_1 + 0x444);
    this = (CGameTimescale *)GameTimescale();
    CGameTimescale::SetDesiredTimescale(this,1.0,fVar3,fVar2,fVar1);
    param_1[0x450] = (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)