L L4D2node

CLogicGameEvent::InputFireEvent

0x006e6ee0 · 189 bytes · __thiscall

_ZN15CLogicGameEvent14InputFireEventER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicGameEvent::InputFireEvent(inputdata_t&) */

void __thiscall CLogicGameEvent::InputFireEvent(CLogicGameEvent *this,inputdata_t *param_1)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  undefined1 *puVar4;
  int *piVar5;
  undefined4 uVar6;
  
  puVar4 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x440) != (undefined1 *)0x0) {
    puVar4 = *(undefined1 **)(this + 0x440);
  }
  piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,puVar4,0,0);
  if (piVar5 != (int *)0x0) {
    if (((((byte)this[0x148] & 1) != 0) && (piVar1 = *(int **)param_1, piVar1 != (int *)0x0)) &&
       (cVar3 = (**(code **)(*piVar1 + 0x16c))(piVar1), cVar3 != '\0')) {
      pcVar2 = *(code **)(*piVar5 + 0x30);
      uVar6 = (**(code **)(*engine + 0x40))(engine,piVar1[0xc]);
      (*pcVar2)(piVar5,"userid",uVar6);
    }
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
  }
  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)