L L4D2node

CSceneEntity::InputCancelPlayback

0x0080eb30 · 60 bytes · __cdecl

_ZN12CSceneEntity19InputCancelPlaybackER11inputdata_t

Decompiled

undefined (1 param)

/* CSceneEntity::InputCancelPlayback(inputdata_t&) */

void CSceneEntity::InputCancelPlayback(inputdata_t *param_1)

{
  undefined1 *puVar1;
  
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x444) != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)(param_1 + 0x444);
  }
  Scene_Printf("%s : cancelled via input\n",puVar1);
                    /* WARNING: Could not recover jumptable at 0x0080eb6a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x360))();
  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)