L L4D2node

CPointHurt::InputToggle

0x007d92f0 · 154 bytes · __thiscall

_ZN10CPointHurt11InputToggleER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  int *piVar1;
  undefined4 *puVar2;
  code *pcVar3;
  undefined1 local_14 [12];
  
  piVar1 = *(int **)param_1;
  if (piVar1 == (int *)0x0) {
    pcVar3 = *(code **)(this + 0x1c);
    *(undefined4 *)(this + 0x454) = 0xffffffff;
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
    pcVar3 = *(code **)(this + 0x1c);
    *(undefined4 *)(this + 0x454) = *puVar2;
  }
  if ((pcVar3 == HurtThink) && (*(int *)(this + 0x20) == 0)) {
    pcVar3 = (code *)0x0;
  }
  else {
    pcVar3 = HurtThink;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)pcVar3);
  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)