L L4D2node

CEnvGlobal::InputTurnOff

0x006e8c00 · 125 bytes · __cdecl

_ZN10CEnvGlobal12InputTurnOffER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvGlobal::InputTurnOff(inputdata_t&) */

void CEnvGlobal::InputTurnOff(inputdata_t *param_1)

{
  char *pcVar1;
  int iVar2;
  undefined1 *puVar3;
  char *pcVar4;
  undefined4 uStack00000008;
  
  pcVar1 = *(char **)(param_1 + 0x458);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  iVar2 = GlobalEntity_GetIndex(pcVar1);
  pcVar1 = *(char **)(param_1 + 0x458);
  if (iVar2 < 0) {
    puVar3 = *(undefined1 **)(gpGlobals + 0x3c);
    if (puVar3 == (undefined1 *)0x0) {
      puVar3 = &DAT_00d539c2;
    }
    pcVar4 = "";
    if (pcVar1 != (char *)0x0) {
      pcVar4 = pcVar1;
    }
    GlobalEntity_Add(pcVar4,puVar3,0);
    return;
  }
  pcVar4 = "";
  if (pcVar1 != (char *)0x0) {
    pcVar4 = pcVar1;
  }
  GlobalEntity_GetIndex(pcVar4);
  uStack00000008 = 0;
  GlobalEntity_SetState();
  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)