L L4D2node

CPointAngleSensor::InputTest

0x007d8050 · 224 bytes · __thiscall

_ZN17CPointAngleSensor9InputTestER11inputdata_t

Decompiled

undefined (2 params)

/* CPointAngleSensor::InputTest(inputdata_t&) */

void __thiscall CPointAngleSensor::InputTest(CPointAngleSensor *this,inputdata_t *param_1)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  CBaseEntity *pCVar4;
  CBaseEntity *pCVar5;
  
  pCVar4 = (CBaseEntity *)0x0;
  uVar1 = *(uint *)(this + 0x44c);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar4 = *(CBaseEntity **)(puVar3 + 4);
  }
  uVar1 = *(uint *)(this + 0x448);
  pCVar5 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar5 = *(CBaseEntity **)(puVar3 + 4);
  }
  cVar2 = IsFacingWithinTolerance(this,pCVar5,pCVar4,*(float *)(this + 0x454),(float *)0x0);
  if (cVar2 == '\0') {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x478),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
    return;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x460),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
  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)