L L4D2node

CLogicBranchList::InputTest

0x006eba10 · 30 bytes · __thiscall

_ZN16CLogicBranchList9InputTestER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicBranchList::InputTest(inputdata_t&) */

void __thiscall CLogicBranchList::InputTest(CLogicBranchList *this,inputdata_t *param_1)

{
  *(undefined4 *)(this + 0x494) = 0;
  DoTest(this,*(CBaseEntity **)param_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)