CEnvGlobal::InputTurnOn
0x006e8d20 · 125 bytes · __cdecl
_ZN10CEnvGlobal11InputTurnOnER11inputdata_t
Decompiled
undefined (1 param)
/* CEnvGlobal::InputTurnOn(inputdata_t&) */
void CEnvGlobal::InputTurnOn(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,puVar3,1);
return;
}
pcVar4 = "";
if (pcVar1 != (char *)0x0) {
pcVar4 = pcVar1;
}
GlobalEntity_GetIndex(pcVar4);
uStack00000008 = 1;
GlobalEntity_SetState();
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.