L L4D2node

CPointSpotlight::InputLightOn

0x007de580 · 39 bytes · __cdecl

_ZN15CPointSpotlight12InputLightOnER11inputdata_t

Decompiled

undefined (1 param)

/* CPointSpotlight::InputLightOn(inputdata_t&) */

void CPointSpotlight::InputLightOn(inputdata_t *param_1)

{
  if ((param_1[0x440] == (inputdata_t)0x0) &&
     (param_1[0x440] = (inputdata_t)0x1, param_1[0x441] != (inputdata_t)0x0)) {
    CreateEfficientSpotlight((CPointSpotlight *)param_1);
    return;
  }
  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)