CRagdollProp::InputTurnOn
0x00795330 · 106 bytes · __cdecl
_ZN12CRagdollProp11InputTurnOnER11inputdata_t
Decompiled
undefined (1 param)
/* CRagdollProp::InputTurnOn(inputdata_t&) */
void CRagdollProp::InputTurnOn(inputdata_t *param_1)
{
CBaseEdict *this;
int iVar1;
uint *puVar2;
uint uVar3;
uVar3 = *(uint *)(param_1 + 0xd4) & 0xffffffdf;
if (*(uint *)(param_1 + 0xd4) == uVar3) {
puVar2 = *(uint **)(param_1 + 0x30);
}
else {
if (param_1[0x6c] == (inputdata_t)0x0) {
this = *(CBaseEdict **)(param_1 + 0x30);
puVar2 = (uint *)0x0;
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar1 + 2) = 0;
puVar2 = *(uint **)(param_1 + 0x30);
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
puVar2 = *(uint **)(param_1 + 0x30);
}
*(uint *)(param_1 + 0xd4) = uVar3;
}
if (puVar2 != (uint *)0x0) {
*puVar2 = *puVar2 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)param_1);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.