CSceneEntity::InputTriggerEvent
0x0080edf0 · 531 bytes · __thiscall
_ZN12CSceneEntity17InputTriggerEventER11inputdata_t
Decompiled
undefined (2 params)
/* CSceneEntity::InputTriggerEvent(inputdata_t&) */
void __thiscall CSceneEntity::InputTriggerEvent(CSceneEntity *this,inputdata_t *param_1)
{
if (*(int *)(param_1 + 0x18) == 5) {
switch(*(undefined4 *)(param_1 + 8)) {
case 1:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x540),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 2:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x558),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 3:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x570),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 4:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x588),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 5:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x5a0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 6:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x5b8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 7:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x5d0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 8:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x5e8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 9:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x600),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 10:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x618),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0xb:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x630),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0xc:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x648),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0xd:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x660),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0xe:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x678),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0xf:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x690),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
case 0x10:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x6a8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.