L L4D2node

CLogicMeasureMovement::InputSetMeasureReference

0x006eef10 · 128 bytes · __thiscall

_ZN21CLogicMeasureMovement24InputSetMeasureReferenceER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
    cVar1 = *pcVar3;
joined_r0x006eef90:
    if (cVar1 != '\0') {
      *(char **)(this + 0x444) = pcVar3;
      iVar2 = *(int *)(param_1 + 0x18);
      goto joined_r0x006eef6c;
    }
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    if (pcVar3 != (char *)0x0) {
      cVar1 = *pcVar3;
      goto joined_r0x006eef90;
    }
  }
  *(undefined4 *)(this + 0x444) = 0;
  iVar2 = *(int *)(param_1 + 0x18);
joined_r0x006eef6c:
  if (iVar2 == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  SetMeasureReference(this,pcVar3);
  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)