L L4D2node

CLogicBranch::InputSetValue

0x006eb150 · 58 bytes · __thiscall

_ZN12CLogicBranch13InputSetValueER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicBranch::InputSetValue(inputdata_t&) */

void __thiscall CLogicBranch::InputSetValue(CLogicBranch *this,inputdata_t *param_1)

{
  inputdata_t iVar1;
  
  iVar1 = (inputdata_t)0x0;
  if (*(int *)(param_1 + 0x18) == 6) {
    iVar1 = param_1[8];
  }
  UpdateValue(this,iVar1,*(undefined4 *)param_1,1);
  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)