L L4D2node

CLogicRelay::InputTrigger

0x006ee160 · 247 bytes · __thiscall

_ZN11CLogicRelay12InputTriggerER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicRelay::InputTrigger(inputdata_t&) */

void __thiscall CLogicRelay::InputTrigger(CLogicRelay *this,inputdata_t *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  longdouble lVar3;
  
  if ((this[0x474] == (CLogicRelay)0x0) && (this[0x475] == (CLogicRelay)0x0)) {
    piVar1 = *(int **)(param_1 + 4);
    if (piVar1 == (int *)0x0) {
      *(undefined4 *)(this + 0x470) = 0xffffffff;
    }
    else {
      puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
      *(undefined4 *)(this + 0x470) = *puVar2;
    }
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x440),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
    if ((*(uint *)(this + 0x148) & 1) != 0) {
      UTIL_Remove((CBaseEntity *)this);
      return;
    }
    if ((*(uint *)(this + 0x148) & 2) == 0) {
      this[0x475] = (CLogicRelay)0x1;
      lVar3 = (longdouble)CBaseEntityOutput::GetMaxDelay((CBaseEntityOutput *)(this + 0x440));
      CEventQueue::AddEvent
                ((CEventQueue *)g_EventQueue,(CBaseEntity *)this,"EnableRefire",(float)lVar3 + 0.001
                 ,(CBaseEntity *)this,(CBaseEntity *)this,0);
      return;
    }
  }
  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)