CPointPlayerMoveConstraint::InputTurnOff
0x007dbf70 · 167 bytes · __cdecl
_ZN26CPointPlayerMoveConstraint12InputTurnOffER11inputdata_t
Decompiled
undefined (1 param)
/* CPointPlayerMoveConstraint::InputTurnOff(inputdata_t&) */
void CPointPlayerMoveConstraint::InputTurnOff(inputdata_t *param_1)
{
int iVar1;
uint uVar2;
CBasePlayer *this;
char cVar3;
undefined *puVar4;
int iVar5;
iVar5 = 0;
iVar1 = *(int *)(param_1 + 0x45c);
if (0 < iVar1) {
do {
while ((((uVar2 = *(uint *)(*(int *)(param_1 + 0x450) + iVar5 * 4), uVar2 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) ||
((this = *(CBasePlayer **)(puVar4 + 4), this == (CBasePlayer *)0x0 ||
(cVar3 = (**(code **)(*(int *)this + 0x16c))(this), cVar3 == '\0'))))) {
iVar5 = iVar5 + 1;
if (iVar5 == iVar1) goto LAB_007dbfee;
}
iVar5 = iVar5 + 1;
CBasePlayer::DeactivateMovementConstraint(this);
} while (iVar5 != iVar1);
}
LAB_007dbfee:
*(undefined4 *)(param_1 + 0x45c) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(param_1 + 0x450));
*(undefined4 *)(param_1 + 0x460) = *(undefined4 *)(param_1 + 0x450);
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.