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 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.