L L4D2node

COrnamentProp::InputSetAttached

0x007f0200 · 78 bytes · __thiscall

_ZN13COrnamentProp16InputSetAttachedER11inputdata_t

Decompiled

undefined (2 params)

/* COrnamentProp::InputSetAttached(inputdata_t&) */

void __thiscall COrnamentProp::InputSetAttached(COrnamentProp *this,inputdata_t *param_1)

{
  CBaseEntity *pCVar1;
  CBaseEntity *pCVar2;
  char *pcVar3;
  
  pCVar1 = *(CBaseEntity **)(param_1 + 4);
  pCVar2 = *(CBaseEntity **)param_1;
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  AttachTo(this,pcVar3,pCVar2,pCVar1);
  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)