L L4D2node

CGameText::InputSetText

0x006f2010 · 73 bytes · __thiscall

_ZN9CGameText12InputSetTextER11inputdata_t

Decompiled

undefined (2 params)

/* CGameText::InputSetText(inputdata_t&) */

void __thiscall CGameText::InputSetText(CGameText *this,inputdata_t *param_1)

{
  undefined4 local_10 [3];
  
  if (*(int *)(param_1 + 0x18) != 2) {
    variant_t::ToString((variant_t *)(param_1 + 8));
  }
  AllocPooledString((char *)local_10);
  *(undefined4 *)(this + 0x448) = local_10[0];
  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)