L L4D2node

CRevertSaved::InputReload

0x007a96e0 · 246 bytes · __cdecl

_ZN12CRevertSaved11InputReloadER11inputdata_t

Decompiled

undefined (1 param)

/* CRevertSaved::InputReload(inputdata_t&) */

void CRevertSaved::InputReload(inputdata_t *param_1)

{
  CBaseEntity *this;
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined1 local_14 [12];
  
  UTIL_ScreenFadeAll((color32_s *)(param_1 + 0x124),*(float *)(param_1 + 0x444),
                     *(float *)(param_1 + 0x448),2);
  CBaseEntity::SetNextThink
            ((CBaseEntity *)param_1,*(float *)(param_1 + 0x440) + *(float *)(gpGlobals + 0xc),
             (char *)0x0);
  uVar4 = 0;
  uVar3 = 0;
  pcVar1 = LoadThink;
  uVar2 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)LoadThink);
  this = (CBaseEntity *)UTIL_GetLocalPlayer();
  if (this != (CBaseEntity *)0x0) {
    if (this[0x1c80] != (CBaseEntity)0x1) {
      (**(code **)(*(int *)(this + 0x1c7c) + 4))
                (this + 0x1c7c,this + 0x1c80,pcVar1,uVar2,uVar3,uVar4);
      this[0x1c80] = (CBaseEntity)0x1;
    }
    CBaseEntity::AddFlag(this,0x8020);
    g_ServerGameDLL._4_4_ = 0;
    g_ServerGameDLL._8_4_ = 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)