L L4D2node

CBreakableProp::InputBreak

0x007ee5b0 · 76 bytes · __thiscall

_ZN14CBreakableProp10InputBreakER11inputdata_t

Decompiled

undefined (2 params)

/* CBreakableProp::InputBreak(inputdata_t&) */

void __thiscall CBreakableProp::InputBreak(CBreakableProp *this,inputdata_t *param_1)

{
  undefined4 *puVar1;
  CTakeDamageInfo local_6c [52];
  undefined4 local_38;
  
  CTakeDamageInfo::CTakeDamageInfo(local_6c);
  if (this == (CBreakableProp *)0x0) {
    local_38 = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
    local_38 = *puVar1;
  }
  Break(this,*(CBaseEntity **)param_1,local_6c);
  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)