L L4D2node

CInfoDirector::InputFireConceptToAny

0x00871240 · 125 bytes · __thiscall

_ZN13CInfoDirector21InputFireConceptToAnyER11inputdata_t

Decompiled

undefined (2 params)

/* CInfoDirector::InputFireConceptToAny(inputdata_t&) */

void __thiscall CInfoDirector::InputFireConceptToAny(CInfoDirector *this,inputdata_t *param_1)

{
  CBaseEntity *pCVar1;
  char *pcVar2;
  CAI_Concept local_1c [8];
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 0;
  local_10 = 0xffffffff;
  pCVar1 = *(CBaseEntity **)param_1;
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  CAI_Concept::CAI_Concept(local_1c,pcVar2);
  CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_1c,(AI_CriteriaSet *)0x0
                      ,0.0,(CFollowupTargetSpec_t *)&local_14,pCVar1);
  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)