L L4D2node

CLogicMeasureMovement::InputSetTargetScale

0x006ee5f0 · 33 bytes · __thiscall

_ZN21CLogicMeasureMovement19InputSetTargetScaleER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicMeasureMovement::InputSetTargetScale(inputdata_t&) */

void __thiscall
CLogicMeasureMovement::InputSetTargetScale(CLogicMeasureMovement *this,inputdata_t *param_1)

{
  undefined4 uVar1;
  
  uVar1 = *(undefined4 *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) != 1) {
    uVar1 = 0;
  }
  *(undefined4 *)(this + 0x45c) = uVar1;
  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)