L L4D2node

CFuncBrush::InputSetInvert

0x006f55a0 · 30 bytes · __thiscall

_ZN10CFuncBrush14InputSetInvertER11inputdata_t

Decompiled

undefined (2 params)

/* CFuncBrush::InputSetInvert(inputdata_t&) */

void __thiscall CFuncBrush::InputSetInvert(CFuncBrush *this,inputdata_t *param_1)

{
  CFuncBrush CVar1;
  
  CVar1 = (CFuncBrush)0x0;
  if (*(int *)(param_1 + 0x18) == 6) {
    CVar1 = *(CFuncBrush *)(param_1 + 8);
  }
  this[0x450] = CVar1;
  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)