L L4D2node

CDeathFallCamera::InputEnable

0x008709c0 · 59 bytes · __thiscall

_ZN16CDeathFallCamera11InputEnableER11inputdata_t

Decompiled

undefined (2 params)

/* CDeathFallCamera::InputEnable(inputdata_t&) */

void __thiscall CDeathFallCamera::InputEnable(CDeathFallCamera *this,inputdata_t *param_1)

{
  CBasePlayer *pCVar1;
  char cVar2;
  
  pCVar1 = *(CBasePlayer **)param_1;
  if (pCVar1 != (CBasePlayer *)0x0) {
    cVar2 = (**(code **)(*(int *)pCVar1 + 0x16c))(pCVar1);
    if (cVar2 != '\0') {
      Enable(this,pCVar1);
      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)