L L4D2node

CLogicCompareInteger::InputValue

0x006e8430 · 178 bytes · __thiscall

_ZN20CLogicCompareInteger10InputValueER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicCompareInteger::InputValue(inputdata_t&) */

void __thiscall CLogicCompareInteger::InputValue(CLogicCompareInteger *this,inputdata_t *param_1)

{
  char cVar1;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  cVar1 = variant_t::Convert((variant_t *)(param_1 + 8),5);
  if (cVar1 != '\0') {
    local_20 = *(undefined4 *)(param_1 + 8);
    local_1c = *(undefined4 *)(param_1 + 0xc);
    local_18 = *(undefined4 *)(param_1 + 0x10);
    local_14 = *(undefined4 *)(param_1 + 0x14);
    local_10 = *(undefined4 *)(param_1 + 0x18);
    CMultiInputVar::AddValue
              ((CMultiInputVar *)(this + 0x478),&local_20,*(undefined4 *)(param_1 + 0x1c));
    if (*(int *)(this + 0x47c) == 0) {
      CEventQueue::AddEvent
                ((CEventQueue *)g_EventQueue,(CBaseEntity *)this,"CompareValues",0.0,
                 *(CBaseEntity **)param_1,(CBaseEntity *)this,*(int *)(param_1 + 0x1c));
      *(undefined4 *)(this + 0x47c) = 1;
      return;
    }
  }
  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)