L L4D2node

CGameUI::InputDeactivate

0x006d3060 · 17 bytes · __thiscall

_ZN7CGameUI15InputDeactivateER11inputdata_t

Decompiled

undefined (2 params)

/* CGameUI::InputDeactivate(inputdata_t&) */

void __thiscall CGameUI::InputDeactivate(CGameUI *this,inputdata_t *param_1)

{
  Deactivate(this,*(CBaseEntity **)param_1);
  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)