L L4D2node

CDynamicProp::InputTurnOn

0x007e7460 · 106 bytes · __cdecl

_ZN12CDynamicProp11InputTurnOnER11inputdata_t

Decompiled

undefined (1 param)

/* CDynamicProp::InputTurnOn(inputdata_t&) */

void CDynamicProp::InputTurnOn(inputdata_t *param_1)

{
  CBaseEdict *this;
  int iVar1;
  uint *puVar2;
  uint uVar3;
  
  uVar3 = *(uint *)(param_1 + 0xd4) & 0xffffffdf;
  if (*(uint *)(param_1 + 0xd4) == uVar3) {
    puVar2 = *(uint **)(param_1 + 0x30);
  }
  else {
    if (param_1[0x6c] == (inputdata_t)0x0) {
      this = *(CBaseEdict **)(param_1 + 0x30);
      puVar2 = (uint *)0x0;
      if (this != (CBaseEdict *)0x0) {
        *(uint *)this = *(uint *)this | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this);
        *(undefined2 *)(iVar1 + 2) = 0;
        puVar2 = *(uint **)(param_1 + 0x30);
      }
    }
    else {
      param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
      puVar2 = *(uint **)(param_1 + 0x30);
    }
    *(uint *)(param_1 + 0xd4) = uVar3;
  }
  if (puVar2 != (uint *)0x0) {
    *puVar2 = *puVar2 | 0x80;
  }
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)param_1);
  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)