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 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.