CTankTrainAI::InputTargetEntity
0x00835f70 · 174 bytes · __thiscall
_ZN12CTankTrainAI17InputTargetEntityER11inputdata_t
Decompiled
undefined (2 params)
/* CTankTrainAI::InputTargetEntity(inputdata_t&) */
void __thiscall CTankTrainAI::InputTargetEntity(CTankTrainAI *this,inputdata_t *param_1)
{
CBaseEntity *pCVar1;
int *piVar2;
undefined4 *puVar3;
char *pcVar4;
pcVar4 = *(char **)(param_1 + 8);
if (*(int *)(param_1 + 0x18) == 2) {
*(char **)(this + 0x460) = pcVar4;
pCVar1 = *(CBaseEntity **)param_1;
if (pcVar4 != (char *)0x0) goto LAB_00835f9b;
}
else {
*(undefined4 *)(this + 0x460) = 0;
pCVar1 = *(CBaseEntity **)param_1;
}
pcVar4 = "";
LAB_00835f9b:
piVar2 = (int *)CGlobalEntityList::FindEntityGeneric
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar4,
(CBaseEntity *)this,pCVar1,(CBaseEntity *)0x0);
if (piVar2 == (int *)0x0) {
*(undefined4 *)(this + 0x444) = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + 0x444) = *puVar3;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
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.