L L4D2node

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 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)