CEnvGlobal::InputSetCounter
0x006e79f0 · 144 bytes · __thiscall
_ZN10CEnvGlobal15InputSetCounterER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvGlobal::InputSetCounter(inputdata_t&) */
void __thiscall CEnvGlobal::InputSetCounter(CEnvGlobal *this,inputdata_t *param_1)
{
char *pcVar1;
int iVar2;
int iVar3;
undefined1 *puVar4;
undefined1 *puVar5;
pcVar1 = *(char **)(this + 0x458);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = GlobalEntity_GetIndex(pcVar1);
if (iVar2 < 0) {
puVar4 = *(undefined1 **)(gpGlobals + 0x3c);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x458) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(this + 0x458);
}
GlobalEntity_Add(puVar5,puVar4,1);
}
iVar2 = 0;
if (*(int *)(param_1 + 0x18) == 5) {
iVar2 = *(int *)(param_1 + 8);
}
pcVar1 = "";
if (*(char **)(this + 0x458) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x458);
}
iVar3 = GlobalEntity_GetIndex(pcVar1);
GlobalEntity_SetCounter(iVar3,iVar2);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.