L L4D2node

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 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)