L L4D2node

CMathCounter::InputSetValueNoFire

0x006e8810 · 155 bytes · __thiscall

_ZN12CMathCounter19InputSetValueNoFireER11inputdata_t

Decompiled

undefined (2 params)

/* CMathCounter::InputSetValueNoFire(inputdata_t&) */

void __thiscall CMathCounter::InputSetValueNoFire(CMathCounter *this,inputdata_t *param_1)

{
  float fVar1;
  undefined4 uVar2;
  float fVar3;
  float fVar4;
  float local_10 [3];
  
  if (this[0x44a] != (CMathCounter)0x0) {
    uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
    DevMsg("Math Counter %s ignoring SETVALUENOFIRE because it is disabled\n",uVar2);
    return;
  }
  fVar4 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar4 = 0.0;
  }
  fVar1 = *(float *)(this + 0x440);
  if (fVar1 == 0.0) {
    fVar3 = *(float *)(this + 0x444);
    local_10[0] = fVar4;
    if (fVar3 == 0.0) goto LAB_006e8857;
  }
  else {
    fVar3 = *(float *)(this + 0x444);
  }
  local_10[0] = fVar3;
  if ((fVar4 <= fVar3) && (local_10[0] = fVar4, fVar4 <= fVar1)) {
    local_10[0] = fVar1;
  }
LAB_006e8857:
  variant_t::Set((variant_t *)(this + 0x44c),1,local_10);
  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)