L L4D2node

CPointHurt::InputTurnOn

0x007d9190 · 145 bytes · __thiscall

_ZN10CPointHurt11InputTurnOnER11inputdata_t

Decompiled

undefined (2 params)

/* CPointHurt::InputTurnOn(inputdata_t&) */

void __thiscall CPointHurt::InputTurnOn(CPointHurt *this,inputdata_t *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  float fVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined1 local_14 [12];
  
  uVar7 = 0;
  uVar6 = 0;
  uVar5 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)HurtThink);
  uVar4 = 0;
  fVar3 = *(float *)(gpGlobals + 0xc) + 0.1;
  CBaseEntity::SetNextThink((CBaseEntity *)this,fVar3,(char *)0x0);
  piVar1 = *(int **)param_1;
  if (piVar1 != (int *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1,fVar3,uVar4,uVar5,uVar6,uVar7);
    *(undefined4 *)(this + 0x454) = *puVar2;
    return;
  }
  *(undefined4 *)(this + 0x454) = 0xffffffff;
  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)