L L4D2node

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 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)