L L4D2node

CMathCounter::InputMultiply

0x006ea6b0 · 98 bytes · __thiscall

_ZN12CMathCounter13InputMultiplyER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  float fVar1;
  
  if (this[0x44a] == (CMathCounter)0x0) {
    fVar1 = 0.0;
    if (*(int *)(param_1 + 0x18) == 1) {
      fVar1 = *(float *)(this + 0x44c) * *(float *)(param_1 + 8);
    }
    UpdateOutValue(this,*(CBaseEntity **)param_1,fVar1);
    return;
  }
  CBaseEntity::GetDebugName((CBaseEntity *)this);
  DevMsg("Math Counter %s ignoring MULTIPLY because it is disabled\n");
  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)