L L4D2node

CLogicCase::InputValue

0x006e88c0 · 293 bytes · __thiscall

_ZN10CLogicCase10InputValueER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  undefined4 uVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  iVar4 = 0;
  while ((*(char **)(this + iVar4 * 4 + 0x440) == (char *)0x0 ||
         (iVar3 = _V_stricmp(*(char **)(this + iVar4 * 4 + 0x440),pcVar2), iVar3 != 0))) {
    iVar4 = iVar4 + 1;
    if (iVar4 == 0x10) {
      local_44 = *(undefined4 *)(param_1 + 8);
      uVar1 = *(undefined4 *)param_1;
      local_40 = *(undefined4 *)(param_1 + 0xc);
      local_3c = *(undefined4 *)(param_1 + 0x10);
      local_38 = *(undefined4 *)(param_1 + 0x14);
      local_34 = *(undefined4 *)(param_1 + 0x18);
      variant_t::Set((variant_t *)(this + 0x618),0x14,&local_44);
      local_30 = *(undefined4 *)(this + 0x618);
      local_2c = *(undefined4 *)(this + 0x61c);
      local_28 = *(undefined4 *)(this + 0x620);
      local_24 = *(undefined4 *)(this + 0x624);
      local_20 = *(undefined4 *)(this + 0x628);
      CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x618),&local_30,uVar1,this,0);
      return;
    }
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + iVar4 * 0x18 + 0x498),*(CBaseEntity **)param_1,
             (CBaseEntity *)this,0.0);
  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)