L L4D2node

CPhysicsProp::InputWake

0x007e34b0 · 29 bytes · __cdecl

_ZN12CPhysicsProp9InputWakeER11inputdata_t

Decompiled

undefined (1 param)

/* CPhysicsProp::InputWake(inputdata_t&) */

void CPhysicsProp::InputWake(inputdata_t *param_1)

{
  if (*(int **)(param_1 + 0x238) != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x007e34c9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(param_1 + 0x238) + 100))();
    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)