L L4D2node

CMathCounter::InputGetValue

0x006e9000 · 152 bytes · __thiscall

_ZN12CMathCounter13InputGetValueER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  uVar1 = *(undefined4 *)(param_1 + 4);
  uVar2 = *(undefined4 *)param_1;
  local_34 = *(undefined4 *)(this + 0x44c);
  variant_t::Set((variant_t *)(this + 0x464),1,&local_34);
  local_30 = *(undefined4 *)(this + 0x464);
  local_2c = *(undefined4 *)(this + 0x468);
  local_28 = *(undefined4 *)(this + 0x46c);
  local_24 = *(undefined4 *)(this + 0x470);
  local_20 = *(undefined4 *)(this + 0x474);
  CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x464),&local_30,uVar2,uVar1,0);
  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)