L L4D2node

CMathCounter::InputSetHitMin

0x006ea550 · 81 bytes · __thiscall

_ZN12CMathCounter14InputSetHitMinER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  float fVar1;
  
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    fVar1 = 0.0;
  }
  *(float *)(this + 0x440) = fVar1;
  if (*(float *)(this + 0x444) <= fVar1 && fVar1 != *(float *)(this + 0x444)) {
    *(float *)(this + 0x444) = fVar1;
  }
  UpdateOutValue(this,*(CBaseEntity **)param_1,*(float *)(this + 0x44c));
  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)